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<span class="mw-customtoggle-CCO"><h2>Character Creation Overview</h2></span>
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Latest revision as of 18:43, 21 October 2023

Character Creation Overview


Species

Alv

→ Alv
Alver, or elves in common, are a species of immortal beings whose ancestry originate from the Fae Realms. From those estranged lands the elves ventured, and for this, the reasons are many and varied. Some elven societies lost their way, others their gods, some escaped the chains of faith and others to spread it further through the earthly planes. Uniting them is their searching for either solace and peace or adventure and dominion, after having to leave their sacred homes.

Æztrálv
(High Elves)

The High Elves... Æztrálver, the true bloodlines, the untainted, the pure. Æztrálver are elves that so far has been mostly unchanged from the form they once had in the Divine Realms. Their divine magic is the consequence of the blessings once granted by the gods to the elven tribes. The magic still surging within their blood, displaying the abilities of the respective gods.

Staðrálv
(City Elves)

City elves like all elves adapt to their surroundings, but unlike their other elven brethren, their communal, joyous spirit has been twisted by the urban ways.

Villrálv
(Wild Elves)

Shaped by the wilderness and by climate and weather, villrálver or wild elves in the common tongue, are a varied kind. They like all of their elven brethren are by their nature shaped by the nature around. Adapting to desolate deserts births elves of golden brown skin, with bodies resistant to heat and to thirst. The arctic kind are instead pale and blue, thin and light. With feet flat and wide to traverse the snow. The oceans births elves with gills and fins, while mountainous highlands may sprout feathery wings.

Dragonblood

→ Dragonblood
Dragonbloods are the descendants of ancient dragons, whom either through lust, greed, pride or mishap caused the birth of this unfortunate species. Often, the case of their birth was not of well-meaning, but rather a way for the dragons to create more worshippers, subjects to rule over, fodder for war or in many cases, just a side-effect of draining their young of arcane essence in pursuit of more power.

While dragonbloods in many cases still worship their draconic progenitors, a pinch of disdain, mistrust and bitterness towards them still lingers in their dragonblood culture. Even though they suffer at the hands of their selfish creators, their worship toward them is not unwarranted. The dragons, where they still exist, shower their subjects in gold and riches or gifts of power, as long as they get to keep the hoard. Some dragons even compel their subjects to worship them through the arcane bonds within their bloodlines.

Kobolds

Species/Dragonblood/Kobold/Description

Truebloods

Species/Dragonblood/Trueblood/Description

Wyvernbloods

Species/Dragonblood/Wyvernblood/Description

Gnome

→ Gnome
Species/Gnome/Description

Highlander

→ Highlander
Species/Highlander/Description

Human

→ Human
Humans are a wide reaching species and a relatively old one at that. Their communities, kingdoms and empires have risen and fallen a multitude of times in many different constellations. Some have been wiped out by plagues, others wars and famine, some have even called upon the gods, and faced their retribution.

Human
(Homo Sapiens)

Species/Human/Human/Description

Dwarves
(Homo Robustus)

Species/Human/Dwarf/Description

Halflings
(Homo Alacritas)

Species/Human/Halfling/Description

Kalasharr

→ Kalasharr
Kalasharr, the tusked ones, are a communal race of humanoids that throughout their lifespan has the possibility to extensively change their features. Like butterflies, the kalasharr goes through different stages while they age, gaining a varied set of challenges, but also aptitudes when changing.

However, this transformation is not something all Kalasharr successfully goes through or even begins to achieve. A goblin can reach the end of its own lifespan without making this transformation, which would otherwise extend their lifespan.

In a generation of Kalasharr only a select few will ever go through the transformative phase, meaning that the population of older Kalasharr become remarkably fewer and fewer for each stage they progress. This effect is one of the driving forces behind their tribal hierarchy. The furry bugbears are almost always the elders in a Kalasharr tribe, having lived through many generations of their younger kind, while goblins fill a more temporary role in society, facilitating most practical matters like construction and daily affairs, and also creativity, ingenuity and invention.

Orc

Species/Kalasharr/Orc/Description

Goblin

Species/Kalasharr/Goblin/Description

Hobgoblin

Species/Kalasharr/Hobgoblin/Description

Bugbear

Species/Kalasharr/Bugbear/Description

Leyblood

→ Leyblood
Your leyline blood influence your physical being.

Origin

When creating a character, the character's origin is maybe the most pivotal aspect of character creation. It involves crafting a compelling backstory that defines your character's physical characteristics like sex, gender and age, but also your background, with heritage and ancestry, motivations, personality, connections to the game world, and potential for character growth.

Consider family history, motivations, personality traits, relationships, unresolved issues, and moral code while ensuring alignment with the campaign setting. Collaborating with the Dungeon Master and fellow players can lead to a more cohesive party and enrich the storytelling experience at the gaming table, making your character's origin a vital element of the adventure.

Physical Characteristics

Age

Age and time... both decide many things in one's life. History, experiences, family, relationships, ambitions, goals, motivation, energy, recklessness, knowledge, wisdom, interests, health, stamina, skills and much more...

An aging character usually have more experiences, having gathered knowledge throughout their life. This is represented by a character gaining age traits as they go through the different age spans, as well as proficiencies. These features are usually balanced out by the aging characters faltering strength and health. Younglings, unlike their elders, lack life experiences and knowledge they've gained throughout life.

Age Traits

When creating a character, you must also decide upon an age. This age falls within an age span from childhood to elderly, granting different effects, both positive and negative. Additionally, a character chooses one Age Trait for each age span they have entered. Age traits are features that exceptional individuals possess, those of the adventurers.

Sex & Gender

You can play male, female or non-binary characters without gaining any special physical benefits or hindrances. Likewise, your character’s sexual orientation is for you to decide.

However, one should think about how your character does or does not conform to the broader culture’s expectations of sex, gender, and sexual behavior.

You don’t need to be confined to binary notions of sex and gender. The elven gods Daga and Nattr has both transitioned to the other sex, while the god Hagbard is often seen as androgynous and somewhere inbetween.

Height & Weight

Height

Your character's race description includes ranges for the average height of members of your race. Height and stature may be important in some cultures, but mainly being in one or another extreme certainly puts an eye towards you.

Weight

Your character's race description includes ranges for the average weight of members of your race. Weight is usually tied to general health and athleticism. Like height, falling into one or the other extreme, usually brings attention in some way or another, and may even if you and the DM decides, put some health risks in your way.

Appearance

Your character's appearance is in majority described and creatively thought out by you.......

..Despite this; weight, height, background


Background

When creating a character's background, you're creating not only their lineage, and heritage, but also their upbringing, reputation, social standing, and financial resources. Players can choose freely from different levels of renown, social status, and wealth, but they must create a well-thought-out backstory to justify their choices. Characters can come from many diverse backgrounds, with its own set of advantages and challenges, as well as role-playing opportunities.

Renown

Renown represents how well-known and respected a character is in the world. It can be gained through various deeds, accomplishments, or connections, and is often linked to a character social status, but not always. Renown is more dynamic and can change as the character's adventures unfold. Characters can gain or lose renown based on their actions and decisions.

Characters with different backgrounds and roles can have varying levels of renown, regardless of their social status or wealth. A humble bard might have high renown due to their songs and stories, while a noble might have low renown if they haven't achieved much. Players can choose their character's level of renown, but must create a backstory that justifies it.

d100 Level of Renown Description Examples Aristocratic Examples Real World Swedish Examples
1-19 Unknown The character is completely unknown, having never done anything remarkable. A farmhand in a remote village. A reclusive hermit in the wilderness. A street urchin in a sprawling city. Serfs, Slaves, Servants Mikael Strömqvist, an unknown teacher's assistant
20-37 Rural The character is known within a small local settlement, or known to many within an obscure community, organization, guild or religion. The local blacksmith in a hamlet. A skilled hunter in a forest settlement. The village healer in a secluded valley. Knights Pundar-Conny, an A-lagare sitting by the local hemköp.
38-53 Local The character is known within a larger local settlement or a few small local settlements, or known to all within an obscure community, organization, guild or religion. The mayor of a small town. A renowned tavern owner in the city's center. A famous minstrel performing in local inns. Low Noble (without titles), Skilled or veteran Knights. Keramik Lena, Pizzabagaren Bosse som ägt den lokala pizzerian i 30 år.
54-65 Regional The character is known within a small region comprised of both small and large settlements, or known to many within a minor community, organization, guild or religion. The captain of the city guard in a region. A successful merchant with trade networks. A celebrated historian with published works. Baron/Baroness Emil "HeatoN" Christensen, Lewi Pethrus
66-75 Notable The character is known within a larger region or regions comprised of many small and large settlements, or known to all within a minor community, organization, guild or religion. A noble knight and winner of a tournament. A skilled wizard in a magical academy. A famous diplomat representing the realm. Count/Countess Hans "Dolph" Lundgren
76-85 Respected The character is known to many throughout many regions or an entire nation, or known to many within a major community, organization, guild or religion. A skilled healer whose knowledge is sought after far and wide. An honorable paladin of a major religion. Marquis/Marquise Leif G.W. Persson
86-93 Renowned The character is known to all throughout the entire nation, or known to all within a major community, organization, guild or religion. A renowned adventurer with epic deeds. A beloved queen known for her rule. A masterful artist with a following. Prince/Princess, Duke/Duchess Kronprinsessan Victoria, Pernilla Wahlgren
94-97 Eminent The character is known to many within several regions and nations, and even entire continents, or known to many within a worldwide community, organization, guild or religion. An archmage who leads a Mage Council. A heroic general who saved the realm. A deity within a major pantheon. King/Queen Carl XVI Gustaf, Sasha Grey,
98 Illustrious The character is known to all within many regions, nations, and continents, or known to all within a worldwide community, organization, guild or religion. The High King who rules over several kingdoms. The ruling celestial deity of a major pantheon. Emperor Vladimir Putin, Napoleon Bonaparte, Jeanne d'Arc.
99 Legendary The character is known to all within almost all regions, nations, and continents. A fabled knight who conquered ancient dragons. An ancient lich that attempted to conquer the whole world. Donald Trump, Adolf Hitler, Arthur Pendragon, Robin Hood
100 Mythical The character is known to almost all within all regions, nations and continents. The ruler of Kronopolis. A creator deity of the world. Jesus of Nazareth. Muhammed.

Heritage

Socialaarvet

Wealth

Name

Your character’s race description includes sample names for members of that race. Put some thought into your name even if you’re just picking one from a list.

Themes

Level Half Theme Full Theme
1st Arcane Initiate Arcane Cantrip Mastery
Arcane Ritual Casting Arcane Spellcasting Feat
Arcane Spellcasting Feat Arcane Ritual Book
Weapon Feat Spellbook
Prof. Arcane Proficiencies Arcane Proficiencies
2nd Feat Feat
3rd Arcane Spellcasting Feat Arcane Spellcasting Feat
4th Feat Feat
5th Arcane Spellcasting Feat Arcane Spellcasting Feat
6th Feat Feat
7th Arcane Spellcasting Feat Arcane Spellcasting Feat
8th Feat Feat
9th Arcane Spellcasting Feat Arcane Spellcasting Feat
10th Feat Feat
11th Arcane Spellcasting Feat Arcane Spellcasting Feat
12th Feat Feat
13th Arcane Spellcasting Feat Arcane Spellcasting Feat
14th Feat Feat
15th Arcane Spellcasting Feat Arcane Spellcasting Feat
16th Feat Feat
17th Arcane Spellcasting Feat Arcane Spellcasting Feat
18th Feat Feat
19th Arcane Spellcasting Feat Arcane Spellcasting Feat
20th Feat Feat

The Arcane Theme is the focus of arcane power and learning to weave its strings into magic in the world. Their time is spent either by practice or by study. An arcane character is powerful and usually insanely dangerous when prepared. However, they are limited by their physique and agility.

An unprepared arcane character can be an easy target, and should be dealt with quickly and without doubt. If the upper-hand lies in their hands, no one knows what they might have in store.

Arcane Cantrip Mastery

You gain Arcane Cantrip Mastery from the Arcane Feat list.


Arcane Cantrip Mastery

All you require is mastery of the basics, the rest is just for show.


Arcane Initiate

You gain Arcane Initiate from the Arcana Feat list.


Arcane Initiate

Prerequisite: Intelligence 13 or highter


You uncover magical abilities, and gain the following benefits:


Arcane Proficiencies

Choose two proficiencies of your choice from the following list:

Skills
Alchemy Arcana Coercion
Deception Economics Engineering
Geography History Insight
Investigation Society Warfare
Tools
Brewer's Supplies Calligrapher's Supplies Glassblower's Tools
Jeweler's Tools Painter's Supplies Smith's Tools
Tinker's Tools
Other
Language

Arcane Ritual Book

You gain Arcane Ritual Book from the Arcane Feats list.


Arcane Ritual Book

Prerequisite: Intelligence 13 or higher, Arcane Ritual Casting


  • When you choose this feat, you acquire a ritual book holding two arcane 1st-level spells of your choice. The spells you choose must have the ritual tag.

You don't need to have the spell prepared if you cast it as a ritual and you have the spell in your ritual book.

When you find an arcane spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be a ritual spell, on the arcane spell list, of a spell point cost you can cast and you need the time and skills to decipher and copy it.

  • The process of copying a spell takes 2 hours and costs 50 gp per level of the spell. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
  • When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
  • If you copy a spell from your own ritual book you only need to spend 1 hour and 10 gp for each level of the copied spell.

If you lose your ritual book, you can transcribe the spells that you have learned or prepared into a new ritual book. If done by memory, this requires an Intelligence (Arcana) check against a DC of 10 + the transcribed spell level. On a failure, the transcribed spell is not completed correctly, which is known to you, and can't be attempted again until you have had a look at the spell in written form.


Arcane Ritual Casting

You gain Arcane Ritual Casting from the Arcane Feats list.


Arcane Ritual Casting

With deep preparation and patience, casting spells shouldn't drain you.

  • You can cast Arcane spells as rituals if the spells have the ritual tag.

Arcane Spellcasting Feat

You gain an Arcane Spellcasting Feat, either Arcane Spellcasting or Arcane Power, whichever is next in the sequence.

Spellbook

You gain Spellbook from the Arcane Feats list.


Spellbook

Prerequisite: Intelligence 15 or higher, Ritual Book


You gain a spellbook containing the repository of the arcane spells you know.

  • Your Ritual Book is turned into your Spellbook for purposes of containing your knowledge.
  • Each time you learn a spell from an Arcane Spellcasting Feat, you can add one more Arcane spell of your choice to your spellbook.

When you find an arcane spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your spellbook. The spell must be on the arcane spell list, of a spell point cost you can cast and you need the time and skills to decipher and copy it.

  • The process of copying a spell takes 2 hours and costs 50 gp per level of the spell. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
  • When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
  • If you copy a spell from your own spellbook you only need to spend 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can transcribe the spells that you have learned or prepared into a new spellbook. If done by memory, this requires an Intelligence (Arcana) check against a DL of 10 + the transcribed spell level. On a failure, the transcribed spell is not completed correctly, which is known to you, and can't be attempted again until you have had a look at the spell in written form.


Weapon Feat

Choose one Weapon Feat of your choice, as long as you have the prerequisites.
Level Half Theme Full Theme
1st Armor Feat Armor Feat
Cunning Action Feat
Weapon Feat Cunning Feat
Prof. Cunning Proficiencies Cunning Proficiencies
Cunning Proficiencies Cunning Proficiencies
2nd Feat Feat
3rd Expertise Cunning Feat
4th Feat Feat
5th Cunning Action Feat
6th Feat Feat
7th Cunning Proficiencies Cunning Proficiencies
8th Feat Feat
9th Cunning Feat Expertise
10th Feat Feat
11th Feat Cunning Action
12th Feat Feat
13th Cunning Proficiencies Cunning Proficiencies
14th Feat Feat
15th Expertise Cunning Feat
16th Feat Feat
17th Feat Cunning Action
18th Feat Feat
19th Cunning Proficiencies Cunning Proficiencies
20th Feat Feat

The Cunning Theme is succinctly the knowledge theme. When you lack strength and might or spells and magic, you might have to deploy simple cunning. The theme describes inventiveness, ingenuity and resourcefulness used to survive and succeed as an adventurer.

A cunning character is often skilled in many things, and highly skilled in a few, resulting in specialists that excel.

Additionally, their quick-thinking also allows a wider array of actions.

Armor Feat

Choose one Armor Feat of your choice, as long as you have the prerequisites.

Cunning Proficiencies

Choose two proficiencies of your choice.

Theme Feat

Choose one Feat of your choice from one of your Themes, as long as you have the prerequisites.

Weapon Feat

Choose one Weapon Feat of your choice, as long as you have the prerequisites.

Cunning Action (I)

Your quick thinking allow you to move and act quickly. You can take a quick action on each of your turns in combat to perform one of the following, or any other Cunning Action that you gain from other features.

Dash


Disengage


Hide


Cunning Action (II)

Aim


Escape Grapple


Overrun


Tumble


Cunning Action (III)

  • You gain an additional reaction each turn.

Attack


Cunning Action (IV)

Ready

As a bonus action, you can take the Ready action.


Level Half Theme Full Theme
1st Acolyte or Divine Purpose Channel Divinity Enhancement
Channel Divinity Divine Cantrip Adept
Divine Spellcasting Feat Divine Spellcasting Feat
Weapon Feat Divine Ritual Casting
Prof. Divine Proficiencies Divine Proficiencies
2nd Feat Feat
3rd Divine Spellcasting Feat Divine Spellcasting Feat
4th Feat Feat
5th Divine Spellcasting Feat Divine Spellcasting Feat
6th Feat Feat
7th Divine Spellcasting Feat Divine Spellcasting Feat
8th Feat Feat
9th Divine Spellcasting Feat Divine Spellcasting Feat
10th Feat Feat
11th Divine Spellcasting Feat Divine Spellcasting Feat
12th Feat Feat
13th Divine Spellcasting Feat Divine Spellcasting Feat
14th Feat Feat
15th Divine Spellcasting Feat Divine Spellcasting Feat
16th Feat Feat
17th Divine Spellcasting Feat Divine Spellcasting Feat
18th Feat Feat
19th Divine Spellcasting Feat Divine Spellcasting Feat
20th Feat Feat

The Divine Theme is the mirroring of ideals onto the world. Through channeling divine power a divine character can be everything from a saint riding into battle for the unfortunate to chaos incarnate ravaging the world. Or they might be a healer nurturing and taking care of nature, or a apostle whom spread the word of the apocalypse.

Whatever drives a divine aligned character, they should not be trifled with or seen as a trivial matter. Their unpredictability lies in how deep divine power can be. However, depending on the deity's power, the oath or the internal drive, divine power is always limited. A god of only thunder, does not grant gifts of life and knowledge. That's where their unpredictability ends.

Acolyte or Divine Purpose

The choice determines how your divine magic is expressed; by the internal drive of your will or by faith.

Acolyte

Religious experiences uncover your divine abilities, and gain the following benefits:


Divine Purpose

You uncover your internal drive and its divine purpose granting you abilities, and the following benefits:

Divine Cantrip Adept

You gain Divine Cantrip Adept from the Divine Feat list.

Channel Divinity

You gain Channel Divinity from the Divine Feat list.

Channel Divinity

You gain the ability to channel divine energy directly from your deity, your oath or any other divine source to fuel magical effects.

Channel Divinity Enhancement

You gain Channel Divinity Enhancement from the Divine Feat list.

Channel Divinity Enhancement

Your gain increased flexibility of divine measures and abilities. You gain the following benefits:

  • You learn one Channel Divinity options of your choice.
  • You can use your Channel Divinity an additional time between rests. When you finish a short or long rest, you regain your expended uses.

You can select this feat multiple times.

Divine Proficiencies

Choose two proficiencies of your choice from the following list:

Divine Proficiencies
Skills
Alchemy Animal Handling Brawn
Coercion Deception Economics
Geography History Insight
Medicine Religion Society
Tools
Beautician's Supplies Calligrapher's Supplies Jeweler's Tools
Painter's Supplies Potter's Tools Sewing & Weaver's Tools
Smith's Tools
Other
Languages

Divine Spellcasting Feat

You gain a Divine Spellcasting Feat, either a Divine Spellcasting or a Divine Power, whichever is next in the sequence.

Divine Ritual Casting

You gain Divine Ritual Casting from the Divine Feat list.

Divine Ritual Casting

  • You can cast Divine spells as a ritual if that spell has the ritual tag and you have the spell prepared.

Weapon Feat

Choose one Weapon Feat of your choice, as long as you have the prerequisites.
Level Half Theme IP Full Theme IP
1st Innate Source 1 Innate Feat 2
Innate Feat Innate Power
Feat Feat
Theme Feat Tough Feat
Prof. Innate Proficiencies Innate Proficiencies
2nd Feat 2 Feat 4
3rd Theme Feat 3 Innate Power 6
4th Feat 4 Feat 8
5th Innate Feat(*) 5 Innate Feat(*) 10
6th Feat 6 Feat 12
7th Theme Feat 7 Innate Power 14
8th Feat 8 Feat 16
9th Theme Feat 9 Theme Feat 18
10th Feat 10 Feat 20
11th Innate Feat(*) 11 Innate Feat(*) 22
12th Feat 12 Feat 24
13th Theme Feat 13 Innate Power 26
14th Feat 14 Feat 28
15th Theme Feat 15 Theme Feat 30
16th Feat 16 Feat 32
17th Innate Feat(*) 17 Innate Feat(*) 34
18th Feat 18 Feat 36
19th Theme Feat 19 Innate Power 38
20th Feat 20 Feat 40

The Innate Theme is the deep wellspring of power within yourself, either by harnessing the energy of ki, innate arcane powers granted to you by your bloodline or by any other power manifesting within you, either divine, occult or otherwise. This wellspring is represented by innate points, which allow you to create a variety of effects.

Those practicing within the innate theme, psionics, are often seen with suspicion. Not only are they few and far between, they are also often unpredictable and hard to anticipate...

Innate Feat

Choose one feat of your choice from the Innate Feats list, as long as you have the prerequisites and as long as it is not a Power feat (Body, Psychic or Elemental, etc). (*)

Innate Power

Choose one Power Feat of your choice from the Body, Psychic or Elemental Power lists, as long as you have the prerequisites.

Innate Proficiencies

Choose two skill proficiencies of your choice from the following list:

Skills
Acrobatics Animal Handling Arcana
Athletics Brawn Coercion
Deception Engineering Insight
Investigation Nature Occultism
Druidism Psionics Religion
Sleight of Hand Stealth Warfare
Tools
Painter's Supplies
Tools
Performances

Theme Feat

Choose one Feat of your choice from one of your Themes, as long as you have the prerequisites.

Tough Feat

You gain the Tough I feat from the Constitution Ability Feat list.


Tough I

Hearty and healthy, you gain the following benefits:

  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.

Innate Source

Innate source describes the

Innate Points (IP)

You have innate points equal to your Charisma modifier (with a minimum bonus of 1), and you gain one additional point every time you level up. When you spend an innate point, it is unavailable until you finish a long rest, at the end of which you regain all your expended innate points.

Innate points pool = your Charisma modifier (min. 1) + your level - 1


Flexible Casting

You can use your innate points to gain additional spell points on your turn, or sacrifice spell points to gain additional innate points on your turn. The created spell points or innate points vanish at the end of a long rest. The conversion rate is 1 innate point equal to your proficiency bonus in spell points.

Flexible Maneuvers

You can use your innate points to fuel various maneuvers and features. You can spend innate points to use a martial maneuver. When a maneuver is used this way, by expending innate points, there is no restriction of maneuvers per turn. The cost in innate points is equal to the martial maneuver tier of the maneuver used.

Innate Spellcasting

An innate spellcaster can use themselves as a spellcasting focus when casting spells. When doing so they use Charisma as their Spellcasting ability modifier instead of another defined Spellcasting ability modifier.

Additionally, an innate spellcaster never have to worry about preparing magic, instead any spell they learn is always prepared, read more about this in the chapter on Spellcasting.

Flexible Spells & Features

When you gain a spell or feature that deals damage, you can select a different damage type from the corresponding list. The change is permanent and decided when you gain the spell or feature.

You may also opt to change a spell or feature that grants you resistance or immunity to damage to another type.

If a feature grants you both a damaging ability and resistance or immunity you must choose the same damage type for both.

Physical Elemental Special
Slashing Fire Radiant
Piercing Cold Necrotic
Bludgeoning Acid Psychic
- Poison Force
- Lightning Thunder

Class Direction

Classes whom fall within the innate theme, usually should, have an individual theme to their Innate Source. A Monk uses Ki, a Sorcerer uses Sorcery, if new classes are made, they should have a system to utilize the innate points in some sort of way.
Level Half Theme Full Theme
1st Armor Feat Armor Feat
Armor Feat Armor Feat
Weapon Feat Tough Feat
Weapon Feat Weapon Feat
Prof. Martial Proficiencies Martial Proficiencies
2nd Feat Feat
3rd Fighting Style Martial Feat
4th Feat Feat
5th Improved Combat Action Martial Feat
6th Feat Feat
7th Martial Feat Martial Proficiencies
8th Feat Feat
9th Martial Feat Fighting Style
10th Feat Feat
11th Martial Feat Improved Combat Action II
12th Feat Feat
13th Martial Proficiencies Martial Feat
14th Feat Feat
15th Fighting Style Martial Feat
16th Feat Feat
17th Martial Feat Improved Combat Action III
18th Feat Feat
19th Martial Feat Martial Proficiencies
20th Feat Feat

The Martial Theme represents the mastery of physical and martial prowess. Those with this theme put hours upon hours of time on honing their reflexes, weapon proficiencies, maneuvers and martial cunning.

A martial character is a foe to be reckoned with, especially in long drawn battles. Their resources rarely drain as fast as a caster, and usually end in death before they're completely out of stamina. Their biggest drawback however lies in the ordinary, which is what they mostly are.

They are extraordinarily ordinary, which means they won't resurrect anyone, fly through the skies by will or call upon spirits, gods or eldritch powers to strike down their enemies.

Armor Feat

Choose one Armor Feat of your choice, as long as you have the prerequisites.

Improved Combat Action

You gain Improved Combat Action from the Martial Feat list.

As an exception, the Full Martial theme may gain the feature up to 3 times (I, II, III).


Improved Combat Action

Prerequisite: Fighting Style (Feat), 5th level


  • Your combat action costs 2 AP instead of 3, i.e it now costs a Minor Action.

Fighting Style

You gain Fighting Style (Feat) from the Martial Feat list.

Martial Feat

Choose one feat of your choice from the Martial Feat list, as long as you have the prerequisites.

Martial Proficiencies

Choose two proficiencies of your choice from the following list:

Tools
Beautician's Supplies Carpenter's Tools Cobbler's Tools
Cook's Utensils Leatherworker's Tools Mason's Tools
Sewing & Weaver's Tools Smith's Tools Tattooist's Tools
Tinker's Tools Thieves' Tools Woodcarver's Tools
Skills
Acrobatics Animal Handling Athletics
Brawn Coercion Deception
Economics Engineering Geography
History Insight Investigation
Medicine Nature Sleight of Hand
Society Stealth Warfare
Others
Air Vehicles Land Vehicles Water Vehicles
Siege Engines

Tough Feat

You gain Tough I from the Constitution Ability Feat list.

Tough I

Hearty and healthy, you gain the following benefits:

  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.

Weapon Feat

Choose one Weapon Feat of your choice, as long as you have the prerequisites.
Level Half Theme Full Theme
1st Occult Feat Armor Feat
Occult Spellcasting Feat Occult Cantrip Mastery
Pact Magic Occult Feat
Weapon Feat Tough Feat
Prof. Occult Proficiencies Occult Proficiencies
2nd Feat Feat
3rd Occult Feat Occult Spellcasting Feat
4th Feat Feat
5th Occult Spellcasting Feat Occult Feat
6th Feat Feat
7th Occult Feat Occult Spellcasting Feat
8th Feat Feat
9th Occult Spellcasting Feat Occult Feat
10th Feat Feat
11th Occult Feat Occult Spellcasting Feat
12th Feat Feat
13th Occult Spellcasting Feat Occult Feat
14th Feat Feat
15th Occult Feat Occult Spellcasting Feat
16th Feat Feat
17th Occult Spellcasting Feat Occult Feat
18th Feat Feat
19th Occult Feat Occult Spellcasting Feat
20th Feat Feat

The Occult Theme is the intersection of the worldly, material and rational with the otherworldly, ethereal and strange. The powers of the occult are seldom explainable and even more so scientific. Occult powers can be drawn upon from many sources, ranging from spirits, ghosts and unexplained phenomenon, to curses and blessings and finally old gods and powers from the places beyond the planes.

Occult users use magical powers in some capacity, but some more than others. This ranges from hex warriors that curse their enemy before they cut them down with their bonded weapons, to warlocks and witches that perform rituals and powerful magic. What signifies a person with occult powers, is most often their inability to really be fully drained of their powers. As long as they have it, it is either cast with full power or not at all.

Armor Feat

Choose one Armor Feat of your choice, as long as you have the prerequisites.

Occult Cantrip Mastery

You gain the Occult Cantrip Mastery feat from the Occult Feat list.


Occult Cantrip Mastery


Occult Feat

Choose one feat of your choice from the Occult Feats, as long as you have the prerequisites.

Occult Spellcasting Feat

You gain an Occult Spellcasting Feat, either an Occult Spellcasting or an Occult Power, whichever is next in the sequence.

Occult Proficiencies

Choose two skill proficiencies of your choice from the following list:

Skills
Alchemy Coercion Deception
Engineering Geography History
Insight Investigation Medicine
Nature Occultism Stealth
Tools
Brewer's Supplies Cook's Utensils Glassblower's Tools
Herbalist's Tools Potter's Tools Tattooist's Tools
Woodcarver's Tools
Others
Languages Performances

Pact Magic

You gain the Pact Magic feat from the Occult Feat list.


Pact Magic

Prerequisite: Intelligence 13 or higher; or Charisma 13 or higher


You uncover occult powers, and gain the following benefits:


Tough Feat

You gain the Tough I feat from the Constitution Ability Feat list.


Tough I

Hearty and healthy, you gain the following benefits:

  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.

Weapon Feat

Choose one Weapon Feat of your choice, as long as you have the prerequisites.
Level Half Theme Full Theme
1st Armor Feat Armor Feat
Primal Feat Feat
Tough Feat Primal Feat
Weapon Feat Theme Feat
Prof. Primal Proficiencies Primal Proficiencies
2nd Feat Feat
3rd Theme Feat Primal Feat
4th Feat Feat
5th Primal Feat Theme Feat
6th Feat Feat
7th Theme Feat Primal Feat
8th Feat Feat
9th Primal Feat Theme Feat
10th Feat Feat
11th Theme Feat Primal Feat
12th Feat Feat
13th Primal Feat Theme Feat
14th Feat Feat
15th Theme Feat Primal Feat
16th Feat Feat
17th Primal Feat Theme Feat
18th Feat Feat
19th Theme Feat Primal Feat
20th Feat Feat

The Primal Theme describes the powerful relationship a character can have with the natural world around them. Gaining power from the spirits, beasts, lands or plants around. The variety of sources a primal character can channel from makes them versatile and most often rather odd.

While sourcing their power from all the primal sources, most choose one or a few. This can take the form of warrior of great might channeling beastial powers, or magical casters controlling vines and vegetation to their advantage. The Primal domains are many, but are generally divided into these seven: Elementus, Caelum, Fauna, Flora, Fungi, Spiritus and Terra.

Armor Feat

Choose one Armor Feat of your choice, as long as you have the prerequisites.

Primal Feat

Choose one Primal Feat of your choice, as long as you have the prerequisites.

Primal Proficiencies

Choose two proficiencies of your choice from the following list:

Skills
Acrobatics Animal Handling Athletics
Brawn Coercion Deception
Insight Medicine Nature
Druidism Sleight of Hand Stealth
Tools
Carpenter's Tools Cobbler's Tools Herbalist's Tools
Leatherworker's Tools Sewing & Weaver's Tools Tattooist's Tools
Woodcarver's Tools
Others
Languages

Theme Feat

Choose one Feat of your choice from one of your Themes, as long as you have the prerequisites.

Tough I Feat

You gain the Tough I feat from the Constitution Ability Feat list.


Tough I

Hearty and healthy, you gain the following benefits:

  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.

Weapon Feat

Choose one Weapon Feat of your choice, as long as you have the prerequisites.

Classes

Feats

General Feats

General Feats

Ability Power

→ Ability Power
Prerequisite: 4th level


  • You gain 5 ability points to increase your ability scores with, following the same rules as with race character creation. You can increase a score up to the maximum of 16.
  • To a maximum of 18 after you reach 8th level.
  • To a maximum of 20 after you reach 12th level.

You can select this feat multiple times.


Skilled

→ Skilled

You gain proficiency in any combination of five skills, tools, performance, language or others of your choice. No chosen proficiency may go beyond the skilled (+4) proficiency level, such that it gains expert, master or legend (+6, +8, +10).


Ability Feats

Ability Feats
→ Dexterity Feats

Escape Artist

→ Escape Artist

  • Whenever you succeed on a Dexterity saving throw, you can use your Reaction to move up to half your movement.
  • On your turn, you can forego all of your movement to automatically escape from nonmagical restraints such as manacles or a creature that has you grappled.
  • When you escape a creature's grapple on your turn, you can immediately use your bonus action to Dash, without provoking opportunity attacks from the grappling creature.
  • You gain advantage on Intelligence (Investigation) checks to gain and gather information about structures and buildings and their possible backdoors, getaways and escape routes.

Reflex Momentum

→ Reflex Momentum

  • When you succeed with a Reflex save or avoid an attack, you may as a reaction, move 5 meters. If you succeed with any additional Reflex save while using this feature, you may move an additional 5 meters for each success.
  • During the movement, you add your Reflex to your AL, and any additional save or avoidance doubles the AL gained.

This feature may be used once per turn.


→ Perception Feats

Alert

→ Alert

Always on the lookout for danger, you gain the following benefits:

  • You have advantage on initiative rolls.
  • You can't be surprised while you are conscious.
  • You have advantage on saving throws made to avoid or resist traps.
  • Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Perception.

Observant

→ Observant

Quick to notice details of your environment, you gain the following benefits:

  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You gain proficiency in Investigation twice.
  • You have a +5 bonus to your Intuition score.

→ Strength Feats

Arnold

→ Arnold

Your training and focus on bodybuilding allows you to perform feats that most others can’t:

  • You count as one size larger when determining whether you can Shove, drag, Grapple or Lift an object or creature.
  • You gain advantage on all Strength (Athletics) checks when attempting to Shove a creature. Additionally, when shoving a creature, you can push the target an additional 5 feet away.
  • Any effect that would move you 10 feet or more against your will only moves you half the distance. You do not move if the action would move you 5 feet.
  • You can climb on horizontal surfaces, such as ceilings, as if they were vertical surfaces.
  • You gain advantage in all Strength or Dexterity checks to resist being shoved or moved against your will.

→ Constitution Feats

Durable

→ Durable
Prerequisite: Tough I


Hardy and resilient, you gain the following benefits:

  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
  • You have advantage on checks and saving throws made to resist Exhaustion.
  • Additionally, you can as a minor action roll one of your recover hitpoints equal to one hit die + your constitution modifier.

Tough I

→ Tough I

Hearty and healthy, you gain the following benefits:

  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.

Tough II

→ Tough II
Prerequisite: Tough I


  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.

Tough III

→ Tough III
Prerequisite: Tough II


  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by two.

→ Intelligence Feats

Eclectic Knowledge

→ Eclectic Knowledge

You have learned a smattering of information about a wide variety of topics and you have dabbled in many different crafts. You gain the following benefits:

  • You can add your proficiency bonus, rounded down, to any Intelligence check you make that doesn’t already include a proficiency bonus.

Keen Mind

→ Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

→ Wisdom Feats

Hole In The Ground

→ Hole In The Ground

  • When you fail a Wisdom skill check which you are proficient with, follow-up attempts may add your Wisdom modifier again, for every failure.
    • The number of times the Wisdom modifier may be added may not exceed your proficieny bonus.
  • The time to perform the follow-up attempt is halved with every failure.

Tree By A River

→ Tree By A River

  • As a reaction, you may use the Help action when a creature performs a skill check you are proficient with.
    • The creature must be within range of you.
  • You may perform the Help action if you are helping someone with a skill check involving a Wisdom roll, even if you are not proficient with said skill. You use your Wisdom modifier for the roll or proficieny with the skill, whichever is highest.

→ Charisma Feats

Divine Purpose

→ Divine Purpose

You uncover your internal drive and its divine purpose granting you abilities, and the following benefits:


Inspiring Leader

→ Inspiring Leader

You can spend time inspiring your companions, shoring up their resolve to fight.

  • Choose any friendly creatures (which can include yourself) within 60 feet of you who can see or hear you and who can understand you.
    After 10 minutes each creature can gain temporary hit points equal to your level + (2 × your Charisma modifier).
    • A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
  • You gain advantage on Coercion(Charisma) rolls.

→ Luck Feats

Luck of the Roll

→ Luck of the Roll

  • When you use a Luck point, you may regain the spent point by succeeding with a DL 13 Luck roll.
    • Points regained by this feature cannot be used until the start of your next turn.

Skill Feats

Skill Feats

Acrobat

→ Acrobat

  • You can add your Acrobatics skill proficiency bonus to your Reflex contested checks.
  • When you are prone, standing up uses only 5 meters of your movement.
  • If you are pushed prone, you can use your reaction to instead move 5 meters without provoking an Opportunity Attack or be knocked prone.
  • You can make a running long jump or a running high jump after moving 5 meter less than normal.

Tumbler

→ Tumbler

  • As a bonus action, you can use the Tumble Combat Action.
  • When you take the Dodge action and you are subjected to an effect that allows you to make a Reflex contested check to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Whenever you succeed on a Reflex contested check or avoid an attack, you may move 3 meters away from the source. This feature may only be used once per initiative turn.

Magical Infusions

→ Magical Infusions

You have discovered new ways to modify the alchemical brewing process, infusing your potions and alchemical inventions with your own magic.

When you finish a short or long rest and have an empty vial on your person, you may choose to infuse a spell into it by casting it. When you cast the spell in this way, the spell does not take effect immediately, but is infused into the potion.

If the spell grants an effect or restores health, the effect of the spell is gained when the potion is consumed. A vial infused with a spell that has damaging effect or an area of effect, releases the effect when the vial is broken, with the effect centered on where the vial breaks.

A spell lasts its normal duration, unless if the spell requires concentration, then its duration is shortened to a number of rounds equal to your alchemy proficiency bonus, but does not require concentration to maintain.

An infused vial or potion loses its potency if it is not used by the end of your next long rest.


Mounted Mastery

→ Mounted Mastery

Your mastery as a rider becomes apparent.

  • You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.
  • Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
  • Your mount's speed increases by 1/3rd of its base speed while you are mounted upon it. Your mount also has advantage on Strength (Athletics) checks when jumping or running.

Mounted Training

→ Mounted Training

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You add double your proficiency bonus to Animal Handling checks involving your steed and similar tamed creatures.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Arcane Initiate

→ Arcane Initiate
Prerequisite: Intelligence 13 or highter


You uncover magical abilities, and gain the following benefits:


Mobile

→ Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your base speed increases by 10 feet.
  • As a bonus action, you can make difficult terrain not cost you any extra movement on that turn.

Parkour Artist

→ Parkour Artist
Prerequisite: Acrobatics proficiency


  • When you take the Dash action, if you are wearing light or no armor, you can run on vertical surfaces, along the edges of thin barriers, or hop from one outcropping to another as if you were travelling along normal terrain. If you stop moving while running across a wall, you begin to fall.
  • When determining fall damage that would be dealt to you, treat any fall as if it were from 20 feet less than the actual height, to a minimum of 0 feet.
  • Urban difficult terrain costs you no extra movement.

Remarkable Athlete

→ Remarkable Athlete

You have undergone extensive physical training to gain the following benefits:

  • You can add your Athletics skill proficiency bonus to your Reflex contested checks.
  • You gain a base climbing and swimming speed equal to half your base walking speed (up from 1/4th).
  • In addition, you gain proficiency in Athletics twice.

The Prince

→ The Prince

You have studied the principles of cunning and strategy, and know how to manipulate people and situations to your advantage.

  • You gain proficiency in the Insight and Deception skills.
  • You know the principles of negotiation and political maneuvering, and can use them to your advantage in social situations. When you make a Coercion check against a creature, you may treat a roll of 7 or lower as an 8.

Whack Thy Wench

→ Whack Thy Wench

  • You gain +4 on a Coercion check, if you slap the target. On a fail, the outcome become as if you had rolled with a -4 modifier instead.
  • When you perform an unarmed attack with a free hand, you may do a slap instead, adding your Coercion to the roll. The creature must succeed with a Will save against your unarmed attack, or suffer your unarmed damage and become frightened of you for 1 minute.
    • This feature may only be used once per creature every turn, and the creature may only suffer frightened once during a single combat encounter due to this feature.

Actor

→ Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute.
    A successful Wisdom (Insight) check contested by your Charisma (Deception) or Charisma (Performance) check allows a listener to determine that the effect is faked.

Economist

→ Economist

You have a deep understanding of economics and finance, and can use this knowledge to your advantage.

  • You know how to make wise investments and turn a profit. You have advantage on any ability check made to appraise the value of goods, including negotiating the sale price of an item.
  • You are skilled at reading the financial markets and can use this knowledge to make profitable trades. You have advantage on any ability check made to identify investment opportunities.

You have a deep understanding of market trends and the value of goods, and can use this knowledge to your advantage. When you make an Intelligence (Investigation) check related to commerce or trade, you may treat a roll of 7 or lower as an 8. You can easily assess the value of a item, and can determine if it's overpriced or undervalued. You can haggle with merchants to buy or sell items at a more favorable price. When making a Wisdom (Insight) check to determine the price of an item, you may treat a roll of 7 or lower as an 8.

You have a natural talent for commerce and trade, and are able to secure profitable deals with ease.

Increase your Charisma score by 1, to a maximum of 20. You gain proficiency in the Insight and Persuasion skills. If you are already proficient in these skills, your proficiency bonus is doubled for any ability check you make that uses either of these proficiencies. You have a keen eye for valuable goods, and can assess the worth of an item with a glance. When making an Intelligence (Investigation) check to determine the value of an item, you may treat a roll of 7 or lower as an 8. You have a knack for negotiating and haggling with merchants, and can secure better prices for the goods you acquire. When making a Charisma (Persuasion) check to negotiate the price of an item, you may treat a roll of 7 or lower as an 8.


Toymaker

→ Toymaker

Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

Clockwork Toy This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
Alarm This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
Calculator This device makes doing sums easy.
Lifter This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.
Timekeeper This pocket watch keeps accurate time.
Weather Sensor When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.

Cartographer

→ Cartographer

You have studied in the methods and techniques of mapmaking. You gain the following benefits:

  • You gain proficiency in the Geography skill (and in Cartographer's Tools).
  • You can easily and accurately understand maps, even those written in a language you can't read.
  • Even when you are drawing a map while traveling, you remain alert to danger.
  • Maps that you draw can be easily understood by any creature that shares a language with you, and a creature possessing such a map cannot become lost within the area the map displays if it can understand it. You must have cartographer's tools to use this benefit.
  • You cannot become lost except by magical means, and always know which way is north.

Navigator Expert

→ Navigator Expert

You have developed the skills necessary to assist navigation at land and sea. You gain the following benefits:

  • You gain proficiency in the Geography skill (and in Navigator's Tools).
  • You can add a bonus equal to your Wisdom modifier to any checks made while using Navigator's Tools.
  • If you can see the stars or sun, you know which way is north.
  • You can tell which way the weather, including wind and temperature, is going to turn in the next 24 hours.

Hollockmessher

→ Hollockmessher

Quick to notice details of your environment, you gain the following benefits:

  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have advantage on Intelligence (Investigation) checks made to detect the presence of secrets.
  • You have a +5 bonus to your passive Intelligence (Investigation) score.

Healer

→ Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:


Survivor

→ Survivor

You are well-versed in surviving in hostile environments, even thriving where others are sure to perish. You gain the following benefits:

  • You require only half of the food and water normally required for a creature of your size.
  • You can withstand extreme temperatures indefinitely, and you automatically pass saving throws made against extreme heat and cold equal to your Constitution or Wisdom modifier, whichever is lower. After this time, you must make saving throws as normal until you long rest in a comfortable temperature.

Pact Magic

→ Pact Magic
Prerequisite: Intelligence 13 or higher; or Charisma 13 or higher


You uncover occult powers, and gain the following benefits:


Witch Hunter

→ Witch Hunter
Prerequisite: Mage Slayer


You have honed your skills against occult spellcasters. You gain the following benefits:

  • Whenever a hostile creature targets you with a spell that forces an Intelligence, Wisdom or Charisma contested check, the creature must make a concentration check or lose the spell.
  • You can instantly identify a creature that has cast a spell within the last 24 hours.
  • You have advantage on contested checks against being cursed.
  • Whenever you try to identify a curse, jinx or charm over a creature, object or locations, you can add double your proficiency bonus to the check.

Acolyte

→ Acolyte

Religious experiences uncover your divine abilities, and gain the following benefits:


Fast Loader

→ Fast Loader

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You halve the loading quality of weapons with which you are proficient.

Pickpocketer

→ Pickpocketer

With quick thinking and unethical practice, you achieve expertise in taken what's not yours.

  • You gain advantage on Sleight of Hand checks when acting upon or gathering information on a pickpocketing target.
  • Other creatures have disadvantage on Perception, Intelligence and Wisdom checks to notice an object you palmed in your hands.
  • If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn if the creature has a purse, wallet, pouch, or other similar object that contains at least 1 gp worth of valuables.

Stealthy

→ Stealthy

You are at home in the shadows. You gain the following benefits:

  • While you are in a lightly or heavily obscured area, you have advantage on your Hide action checks.
  • You no long suffer disadvantage on Perception checks when you are in a lightly obscured area.
  • While you are hidden, after you make a ranged attack, as a bonus action you can make a Hide action check with disadvantage to remain hidden.
  • When you are hidden from a creature and miss it with a ranged attack, making the attack doesn't reveal your position.

Beast Slayer

→ Beast Slayer

You've been trained to fight against all manner of dangerous beasts and survive.

  • You gain a +1 to attacks made against beasts and a +1 bonus to AL against their attacks.
  • You gain a bonus equal to your proficiency bonus on all Survival checks to track beasts.
  • Your critical threat range against beasts increases by +1.

Demon Slayer

→ Demon Slayer

You've been trained to fight creatures of the lower planes and survive.

  • You gain a +1 bonus to attacks made against demons or devils and a +1 bonus to your AL against their attacks.
  • You may reroll a failed save against a devilish or demonic creature’s special ability. You may only use this ability once per short rest.
  • Your critical threat range against demons and devils increases by +1.

Dragon Slayer

→ Dragon Slayer

You've been trained to fight dragonkind and survive.

  • You gain a +1 to attacks made against dragons and a +1 bonus to AL against their attacks.
  • You add a bonus equal to your proficiency bonus on all contested checks against dragons.
  • Your critical threat range against dragons increases by 1.

Giant Slayer

→ Giant Slayer

You've been trained to fight creatures much larger than yourself and survive.

  • You gain advantage on all attacks made against creatures at least two size categories larger than you.
  • You gain a +2 bonus to AL when fighting creatures at least two sizes larger than you. If the creature is only one size larger, you only gain a +1 bonus to AL.
  • Your critical threat range against giants increases by +1.

Mage Slayer

→ Mage Slayer

You have mastered techniques useful in combat against spellcasters, gaining the following benefits:

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on contested checks against spells cast by creatures that you can sense.

Undead Slayer

→ Undead Slayer

You've been trained to fight the living dead and survive.

  • You gain a +1 bonus to attacks made against undead and a +1 bonus to your AL against their attacks.
  • You may reroll a failed save against an undead creatureäs ability. You may only use this ability once per short rest.
  • Your critical threat range against undead increases by +1.


Tool Feats

Tool Feats

Beautician

Beauty Guru

→ Beauty Guru

You are an expert in the art of makeup and hair styling, able to transform yourself and others with ease. Your attention to detail and artistic flair allow you to create beautiful and flawless looks for your clients. You gain the following benefits:


→ Brewer

Brewmaster

→ Brewmaster

You have studied the craft of brewing intensely, and have learned to craft fine artisanal brews. You gain the following benefits:

  • You have advantage on saving throws against the effects of alcohol and can accurately identify any alcoholic beverage by taste, provided you have tasted it at least once before.
  • You can drink a specialty brew as an action, instead of the usual 1 minute required.

→ Cook

Traveling Cook

→ Traveling Cook

Bonus: If you, or a helping hand, is proficient in Herbalist's Tools.


→ Smith

Locksmith

→ Locksmith

You have a talent for working with locks and other mechanisms that restrict access. You gain the following benefits:

  • You gain proficiency in the Thieves' Tools.
  • You can pick locks with ease. You have advantage on any checks you make to pick locks.
  • You can create locks with simple materials. You can spend a short rest to create a basic lock that requires a Dexterity (Thieves' Tools) check to pick or disarm. The DL of the check is equal to 8 + your Smith's Tools proficiency bonus + your Intelligence modifier.
  • You can also spend a short rest to repair any broken locks you come across.

Vehicle Feats

Vehicle Feats

Carriage Racer

→ Carriage Racer

  • When driving a land vehicle, you can add your proficiency bonus to the vehicle's ability checks and saving throws.
  • When you are driving a land vehicle and your vehicle is hit with an attack, you can use your reaction to add your proficiency bonus to your vehicle's AL against that attack, potentially causing it to miss.
  • If a land vehicle you are driving is subjected to an effect that allows it to make a Dexterity save to take only half damage, it takes no damage if it succeeds and only half damage if it fails.

Cannoneer

→ Cannoneer

You have spent significant time operating siege equipment, earning you the following benefits:

  • You add your proficiency bonus to attack and damage rolls using siege weapons.
  • If a siege weapon would require an action to aim, you can use a bonus action instead.
  • During a short rest, provided you have access to carpenter's tools or similar equipment, you can restore 1d10 hit points too a siege weapon.

Sea Legs

→ Sea Legs
Prerequisite: Proficiency in water vehicles


Your time spent aboard boats has earned you the following benefits:

  • You have advantage on saving throws and ability checks made to avoid being knocked prone and pushed.
  • Climbing doesn't cost you extra movement.

Language Feats

Language Feats

Linguist

→ Linguist

You have studied languages and codes, gaining the following benefits:

  • You gain two proficiency tiers in three languages of your choice.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DL equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
  • The time investment and cost to learn a new language (from Xanathar's Guide to Everything) is reduced by half.
  • When listening to a spoken language you don't understand for an hour or more, you can pick up the basic gist of what is being said.

Performance Feats

Performance Feats

Gaming Feats

Gaming Feats

Gambler

→ Gambler

Spending countless hours winning and losing coin in alestained taverns has forged you into a consummate gambler and chance-seeking addict. You gain the following benefits and features:

  • You have advantage on Charisma (Deception) checks to bluff opponents in games of chance, and Charisma (Coercion) checks to convince others to join you for a game.
  • You have a reputation as a card shark in some circles. Some folks may avoid playing you for this reason, while other higher-stakes gamblers may seek you out specifically.
  • When you take the Carousing downtime action, you may reroll your result once, but must keep the results of the second roll.


Armor Feats

Armor Feats

Armor Training I

→ Armor Training I

You have trained to be proficient with light armor, gaining the following benefits:

  • You gain proficiency with light armor.

Armor Training II

→ Armor Training II
Prerequisite: Armor Training I


You have trained to be proficient with medium armor, gaining the following benefits:

  • You gain proficiency with medium armor.

Armor Training III

→ Armor Training III
Prerequisite: Armor Training II


You have trained to be proficient with heavy armor, gaining the following benefits:

  • You gain proficiency with heavy armor.

Heavy Armor Master

→ Heavy Armor Master
Prerequisite: Proficiency with heavy armor


You have trained to master the use of heavy armor, gaining the following benefits:

  • When you wear heavy armor, it doesn't impose disadvantage on skill checks (framework may still have an effect).
  • When you wear heavy armor, you don't have a reduction to your AL (framework may still have an effect).
  • Additionally, if you have the Light Armor Master and Medium Armor Master feats, you can while wearing heavy armor, reduce nonmagical bludgeoning, piercing, and slashing damage by your proficiency bonus (instead of half).

Light Armor Master

→ Light Armor Master
Prerequisite: Proficiency with light armor


You have trained to master the use of light armor, gaining the following benefits:

  • While wearing light armor, nonmagical bludgeoning, piercing, and slashing damage is reduced by half your proficiency bonus.

Medium Armor Master

→ Medium Armor Master
Prerequisite: Proficiency with medium armor


You have practiced moving in medium armor to gain the following benefits:

  • When you wear medium armor, it doesn't impose disadvantage on skill checks (framework may still have an effect).
  • When you wear medium armor, you don't have a reduction to your AL (framework may still have an effect).

Shield Master

→ Shield Master
Prerequisite: Proficiency with shields


You have trained to master the use of shields, gaining the following benefits:

  • If you make a Combat action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren't incapacitated, you can add your shield's AL bonus to any Reflex contest you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Reflex contest to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Shield Training

→ Shield Training

You have trained to be proficient with shields, gaining the following benefits:

  • You gain proficiency with shields.

Weapon Feats

Weapon Feats

Arbalist

→ Arbalist
Prerequisite: Proficiency with loaded weapons like crossbows


You are an expert at using loaded weapons.

  • You can add half your proficiency bonus to damage rolls made with loaded weapons.
  • You have learned how to use the terrain to your advantage and can use cover more effectively. Your loaded weapon attacks ignore half cover and reduce three-quarters cover to half cover.

Bonus: If you have the Sharpshooter Martial feat.

  • Your ranged weapon attacks ignore three-quarters cover.

Archer

→ Archer
Prerequisite: Proficiency with drawn weapons


You are an expert archer and are skilled at using ranged weapons.

You have learned how to use the wind and your own movements to your advantage and can make more accurate shots.

  • When you take the attack action on your turn, you can choose to use a bonus action to gain advantage on the attack. Additionally if the attack hits, it deals an additional weapon die in damage and its critical hit range is increased by one.

Axemaster

→ Axemaster
Prerequisite: Proficiency with one or more axe melee weapons


You have mastered the art of using heavy axes and other similar weapons and are able to wield them with great strength and precision.

  • You can add half your proficiency bonus to damage rolls made with axes or other similar weapons.
  • You have learned how to use your weapon to shatter shields and deflect blows. When you hit a creature with an axe or other similar weapon, you can choose to ignore any shields the creature is using and deal an extra 1d6 damage.
  • When you take the Attack action on your turn, you can choose to make one extra attack with an axe or other similar weapon as a bonus action.

Blademaster

→ Blademaster
Prerequisite: Proficiency with one or more bladed melee weapons


You have mastered the art of swordfighting and are able to wield your blade with incredible precision and speed.

  • You can add half your proficiency bonus to damage rolls made with swords or other bladed weapons.
  • You have learned how to use your blade to deflect attacks. When a creature hits you with a melee attack, you can use your reaction to make an attack roll with a sword or other bladed weapon. If your attack roll is higher than the attack roll of the creature that hit you, you deflect the attack and you takes no damage.

Bludgeoner

→ Bludgeoner
Prerequisite: Proficiency with one or more bludgeoning melee weapons


You have mastered the art of using bludgeoning weapons to deliver powerful, crushing blows. You gain the following benefits:

  • You can add half your proficiency bonus to damage rolls made with bludgeoning weapons.
  • You have learned how to use your weapon to push, knock and displace opponents. When you hit a creature with a bludgeoning weapon, you can choose to add the effects of a pushing or trip attack maneuver, without making any extra attack during the maneuver.

Polearm Master

→ Polearm Master
Prerequisite: Proficiency with spears or other polearms


You have mastered the use of polearms and are able to wield them with stability and strength.

  • You can add half your proficiency bonus to damage rolls made with polearms.
  • You have learned how to use your weapon to control the battlefield and keep your enemies at bay. When you hit a creature with a polearm, you can use your bonus action to shove the creature back 5 feet. You also have advantage on checks made to shove a creature with a polearm.
  • You also have advantage on checks made to shove or knock a creature prone with a polearm.

Spearmaster

→ Spearmaster
Prerequisite: Proficiency with spears or other pointed weaponry


You have mastered the art of using spears and are able to wield them with great precision and skill.

  • You can add half your proficiency bonus to damage rolls made with spears or other pointed weaponry.
  • You have learned how to use your weapon to control the battlefield and keep your enemies at bay. When you take the Attack action on your turn, you can choose to make one extra attack with a spear as a bonus action against a different target.
  • While you are wielding a spear, you may enter Vigilance maneuver as a reaction.

Weapon Master

→ Weapon Master
Prerequisite: Weapon Mastery V


You have practiced extensively with a variety of weapons, gaining the following benefits:

  • You gain proficiency with all exotic weapon categories.

Weapon Mastery I

→ Weapon Mastery I

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • You gain proficiency with four simple weapon categories of your choice.

Weapon Mastery II

→ Weapon Mastery II
Prerequisite: Weapon Mastery I


You have practiced extensively with a variety of weapons, gaining the following benefits:

  • You gain proficiency with all simple weapon categories.

Weapon Mastery III

→ Weapon Mastery III
Prerequisite: Weapon Mastery II


You have practiced extensively with a variety of weapons, gaining the following benefits:

  • You gain proficiency with four martial weapon categories of your choice.

Weapon Mastery IV

→ Weapon Mastery IV
Prerequisite: Weapon Mastery III


You have practiced extensively with a variety of weapons, gaining the following benefits:

  • You gain proficiency with all martial weapon categories.

Weapon Mastery V

→ Weapon Mastery V
Prerequisite: Weapon Mastery IV


You have practiced extensively with a variety of weapons, gaining the following benefits:

  • You gain proficiency with four exotic weapon categories of your choice.


Theme Feats

Theme Feats

Arcane Cantrip Mastery

→ Arcane Cantrip Mastery

All you require is mastery of the basics, the rest is just for show.


Arcane Mercy

→ Arcane Mercy

You are skilled at using the arcane for the benefit of others.

  • When damage from one of your spells drops a creature to 0 hit points, you can choose to knock that creature unconscious instead of killing it.
  • Any spell that targets yourself, can be used to target friendly creatures within 10 meters.

Arcane Ritual Book

→ Arcane Ritual Book
Prerequisite: Intelligence 13 or higher, Arcane Ritual Casting


  • When you choose this feat, you acquire a ritual book holding two arcane 1st-level spells of your choice. The spells you choose must have the ritual tag.

You don't need to have the spell prepared if you cast it as a ritual and you have the spell in your ritual book.

When you find an arcane spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be a ritual spell, on the arcane spell list, of a spell point cost you can cast and you need the time and skills to decipher and copy it.

  • The process of copying a spell takes 2 hours and costs 50 gp per level of the spell. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
  • When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
  • If you copy a spell from your own ritual book you only need to spend 1 hour and 10 gp for each level of the copied spell.

If you lose your ritual book, you can transcribe the spells that you have learned or prepared into a new ritual book. If done by memory, this requires an Intelligence (Arcana) check against a DC of 10 + the transcribed spell level. On a failure, the transcribed spell is not completed correctly, which is known to you, and can't be attempted again until you have had a look at the spell in written form.


Arcane Ritual Casting

→ Arcane Ritual Casting

With deep preparation and patience, casting spells shouldn't drain you.

  • You can cast Arcane spells as rituals if the spells have the ritual tag.

Dual-focused

→ Dual-focused

Countless hours have been spent training your mind to maintain focus on concurrent incantations, taxing as the process may be.

  • If you attempt to cast a spell that requires concentration while already concentrating on an existing spell, you can maintain concentration on both spells simultaneously.
  • If you take damage during this time, you must make a concentration check for each spell individually.
  • At the end of each turn where you have two spells you are concentrating on, you must make a Constitution saving throw (DL equals 8 + both spells' levels combined). On a success, you maintain concentration on both spells. On a failure, you lose concentration on both spells.

Elemental Adept

→ Elemental Adept
Prerequisite: The ability to cast at least one spell


  • When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
  • When you roll damage for a spell you cast that deals damage of that type, you can reroll any 1 on a damage die, you must keep the new roll.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.


Elemental Mastery

→ Elemental Mastery
Prerequisite: Elemental Adept


  • When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder, of which you also have Elemental Adept in.
  • Spells you cast ignore resistance to damage of the chosen type.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.


Flash Recall

→ Flash Recall

You've developed the ability to instantly recall an unprepared spell in moments of sudden necessity.

  • As an action, you can instantly prepare a spell from your spellbook that you did not have prepared. This spell choice must be of a level for which you have spell slots. You then lose preparation of a different spell of your choice of equal or higher spell level.

Once you use this ability, you must finish a short or long rest before you can use it again.


Item Bond

→ Item Bond

You create a magical bond between yourself and three items. You perform the ritual over the course of 1 hour, which can be done during a short rest. The item must be within your reach throughout the ritual, at the conclusion of which you touch the item and forge the bond.

Once you have bonded an item to yourself, you can't be disarmed of that item unless you are incapacitated. If it is on the same plane of existence, you can summon that item as a bonus action on your turn, causing it to teleport instantly to your hand. You can also with a bonus action dismiss it, sending it to a demiplane.

You can summon only one at a time with your bonus action. If you attempt to bond with a fourth item, you must break the bond with one of the other three.

When summoning armor and weapons, you instantly equip them, not requiring any don and doff times.


Metamagic

→ Metamagic

As your knowledge of magic grows, you learn to cast spells in ways slightly different from the norm. You gain the ability to twist your spells to suit your needs.

  • Spells modified by a metamagic feat often use a spell cost higher than normal. This does not change the level of the spell. This is marked as (X), where X is how many levels higher the cost is.
  • You can apply multiple metamagic options to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell, unless otherwise noted.
  • If you must prepare your spells in advance, you apply your metamagic during preparation. The character chooses which spells to prepare with metamagic feats.
  • Innate Spellcasters can choose when they cast their spells whether to apply their metamagic options to improve them.

You gain two of the following Metamagic options of your choice:

Apocalyptic Spell (I) When you cast a spell, the area affected by the spell becomes ruined and devastated. All surfaces in the area are treated as difficult terrain. This effect last for a number of rounds equal to the spell’s original spell level.
Aquatic Spell When you cast a spell underwater or into water, it functions normally, as if cast in air.
Bend Spell (I) When you cast a spell that requires a spell attack roll, you can target a creature that has left your line of sight since your last turn but is still within the range of the spell. Additionally, this spell ignores half cover and three-quarters cover.
Careful Spell (I) When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. Choose a number of those creatures up to your Arcane spellcasting ability modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Delayed Spell (I) When you cast a spell you can delay its effect one to three turns. Before the spell is cast, you select the duration, the target, and roll any relevant attack rolls. Any effects on the spell's targets, including saving throws, are resolved when the spell triggers. If any conditions change between casting and effect of the spell that would make the spell impossible – such as the target leaving the spell’s maximum range before the spell goes off – the spell fails.
Distant Spell (I) When you cast a spell that has a range of 5 feet or greater, you double the range of the spell. When you cast a spell that has a range of touch or self, you make the range of the spell 30 feet.
Empowered Spell (I) When you roll damage for a spell, you can reroll a number of the damage dice up to your Arcane spellcasting ability modifier (minimum of one). You must use the new rolls.
Extended Spell (I) When you cast a spell that has a duration, you can double its duration, to a maximum duration of 24 hours.
Extended Spell can be applied multiple times.
Heightened Spell (II) When you cast a spell that forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw made against the spell.
Merciful Spell When you cast a spell that inflict damage, you can choose to inflict nonlethal damage instead.
Precise Spell (I) When you cast a spell that requires one or more spell attack rolls, you can gain advantage on one roll.
Quickened Spell (II) When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.
Sculpt Spell (I) When you cast a spell with a range that affects an area, you can change the area's shape in one of the following ways:
• Choose a number of creatures equal to your Proficiency bonus. The chosen creatures avoids any effects caused by the spell, unless the effect lingers in the area, then they only ignore the instantaneous effects.
• If the spell's range is a line, you can change it to a cone of half range.
• If the spell's range is a cone, you can change it to a 5-foot-wide line with double range.
• If the spell's range is a sphere, you can change its area to a cylinder of half radius and double height.
• If the spell's range is a cylinder, you can change its area to a sphere of the same radius.
Slippery Spell (II) When you cast a spell you can make it impose disadvantage on spells like counterspell, dispel magic, and remove curse.
Subtle Spell (I) When you cast a spell, you can cast it without any somatic or verbal components.
Transmute Spell (I) When you cast a spell that deals damage, you can change the spell's damage type(s) to any other type of your choice within the same categories:
• acid, cold, fire, lightning, poison
• bludgeoning, piercing, slashing
• force, psychic, thunder
• necrotic, radiant
Twinned Spell (III) When you cast a spell that doesn't have a range of self, you can cast a second copy of the same spell.

Resolute Caster

→ Resolute Caster

Your magic takes on a life of its own when it matters most.

  • Your spells with concentration and a duration, remain in effect even after you lose concentration, until the start of your next turn. This is true whether you lost concentration from taking damage, from being knocked unconscious, or even from being killed.

Scripted Spellbook

→ Scripted Spellbook

Through researching lengthy, ancient, arcane scripts salvaged from ruins, you have discovered a more efficient method of recording spells.

  • Any spell you scribe in your spellbook costs half as much as normal and takes up only half the room it normally would. It also only takes you half the amount of time it would usually take to scribe a spell.
  • Additionally, as the scripted spellbook becomes somewhat sentient, you can do other lighter activities during this time like eating, reading and walking.

Select Fire

→ Select Fire

Sometimes aiming is pretty hard.

  • When you cast a cantrip that deals damage, you can select multiple targets and make a spell attack roll against each. You can target a number of creatures equal to the number of damage dice the cantrip deals, and split your damage dice up amongst your targets, to a minimum of 1 die of damage per target.
For example, if a cantrip deals 3d10 damage. You can choose to target three creatures and deal 1d10 damage to each creature, or you can target two creatures, dealing 1d10 damage to one creature and 2d10 damage to the other creature, or you can target one creature for 3d10 damage.

Spell Sniper

→ Spell Sniper

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.

Spellbook

→ Spellbook
Prerequisite: Intelligence 15 or higher, Ritual Book


You gain a spellbook containing the repository of the arcane spells you know.

  • Your Ritual Book is turned into your Spellbook for purposes of containing your knowledge.
  • Each time you learn a spell from an Arcane Spellcasting Feat, you can add one more Arcane spell of your choice to your spellbook.

When you find an arcane spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your spellbook. The spell must be on the arcane spell list, of a spell point cost you can cast and you need the time and skills to decipher and copy it.

  • The process of copying a spell takes 2 hours and costs 50 gp per level of the spell. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
  • When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
  • If you copy a spell from your own spellbook you only need to spend 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can transcribe the spells that you have learned or prepared into a new spellbook. If done by memory, this requires an Intelligence (Arcana) check against a DL of 10 + the transcribed spell level. On a failure, the transcribed spell is not completed correctly, which is known to you, and can't be attempted again until you have had a look at the spell in written form.


War Caster

→ War Caster

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature moves out of your 5 ft. reach, you can use your reaction to cast a spell at the creature. The spell must target only that creature.


1st-Level Arcane Spellcasting

You uncover magical abilities, and gain the following benefits:

  • You learn one 1st-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 6.


1st-Level Arcane Power

Prerequisite: 1st-Level Arcane Spellcasting


Your power for magical abilities increases, and you gain the following benefits:

  • You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 9.


2nd-Level Arcane Spellcasting

Prerequisite: 1st-Level Arcane Power, 3rd level


You uncover magical abilities, and gain the following benefits:

  • You learn one 2nd-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 14.


2nd-Level Arcane Power

Prerequisite: 2nd-Level Arcane Spellcasting


Your power for magical abilities increases, and you gain the following benefits:

  • You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 21.


3rd-Level Arcane Spellcasting

Prerequisite: 2nd-Level Arcane Power, 5th level


You uncover magical abilities, and gain the following benefits:

  • You learn one 3rd-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 27.


3rd-Level Arcane Power

Prerequisite: 3rd-Level Arcane Spellcasting


Your power for magical abilities increases, and you gain the following benefits:

  • You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 35.


4th-Level Arcane Spellcasting

Prerequisite: 3rd-Level Arcane Power, 7th level


You uncover magical abilities, and gain the following benefits:

  • You learn one 4th-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 42.


4th-Level Arcane Power

Prerequisite: 4th-Level Arcane Spellcasting


Your power for magical abilities increases, and you gain the following benefits:

  • You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 51.


5th-Level Arcane Spellcasting

Prerequisite: 4th-Level Arcane Power, 9th level


You uncover magical abilities, and gain the following benefits:

  • You learn one 5th-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 60.


5th-Level Arcane Power

Prerequisite: 5th-Level Arcane Spellcasting


Your power for magical abilities increases, and you gain the following benefits:

  • You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 70.


6th-Level Arcane Spellcasting

Prerequisite: 5th-Level Arcane Power, 11th level


You uncover magical abilities, and gain the following benefits:

  • You learn one 6th-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 80.


6th-Level Arcane Power

Prerequisite: 6th-Level Arcane Spellcasting


Your power for magical abilities increases, and you gain the following benefits:

  • You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 91.


7th-Level Arcane Spellcasting

Prerequisite: 6th-Level Arcane Power, 13th level


You uncover magical abilities, and gain the following benefits:

  • You learn one 7th-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 101.


7th-Level Arcane Power

Prerequisite: 7th-Level Arcane Spellcasting


Your power for magical abilities increases, and you gain the following benefits:

  • You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 113.


8th-Level Arcane Spellcasting

Prerequisite: 7th-Level Arcane Power, 15th level


You uncover magical abilities, and gain the following benefits:

  • You learn one 8th-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 125.


8th-Level Arcane Power

Prerequisite: 8th-Level Arcane Spellcasting


Your power for magical abilities increases, and you gain the following benefits:

  • You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 138.


9th-Level Arcane Spellcasting

Prerequisite: 8th-Level Arcane Power, 17th level


You uncover magical abilities, and gain the following benefits:

  • You learn one 9th-level spell of your choice from the Arcane spell list. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 150.


9th-Level Arcane Power

Prerequisite: 9th-Level Arcane Spellcasting


Your power for magical abilities increases, and you gain the following benefits:

  • You learn one spell of your choice from the Arcane spell list, you must be able to cast it. Your spellcasting ability for the spell is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 164.


10th-Level Arcane Spellcasting

Prerequisite: 9th-Level Arcane Power, 19th level


You uncover magical abilities, and gain the following benefits:

  • You may learn and cast 10th-level spells or higher from the Arcane spell list if such are found.
  • You may research spells and create spells of extra-ordinary power, which is decided together with the DM.
  • Your spellcasting ability for these spells is Intelligence.
  • Your Arcane Pool for Arcane spellcasting is increased to 177.

Deeper Stratagem

→ Deeper Stratagem
Prerequisite: Stratagem



Ensquozened

→ Ensquozened


Expertise

→ Expertise

  • Choose two of your tiered proficiencies. Your proficiency bonus for both proficiencies are increased by two tiers.

You can select this feat multiple times.


Flash Maneuver

→ Flash Maneuver
Prerequisite: Opportunity Attack



Jack of All Trades

→ Jack of All Trades


Magical Secrets

→ Magical Secrets

You have plundered magical knowledge from a wide spectrum of disciplines.

  • You learn two spells or cantrips of your choice from any spell list.

You can select this feat multiple times.


Maneuverability

→ Maneuverability

  • You may now use an additional Maneuver during your turn, but only at Tier 1.

Mystic Trickery

→ Mystic Trickery
Prerequisite: Ability to cast a spell



Single Out

→ Single Out

  • You gain +4 to Coercion checks.
  • If you are within 4 meters of an ally, you may subtract -4 to Coercion checks and gain advantage. This must be decided before making the roll.

Stratagem

→ Stratagem

  • You may use ready action without a cost.
  • When you execute a ready action, you may immediately before or after the readied action use a quick action.

Weapon of Brawl

→ Weapon of Brawl

  • You add your proficiency bonus to attacks with improvised weaponry. In addition, the damage of improvsed weaponry is increased by a 2 sides larger dice.
  • When you pick up improvised weaponry, you may immediately perform an attack with said weapon.
  • During combat, you may perform a Perception(Investigation) check to find a potential improvised weapon in your surroundings. If within walking range, immediately move to it and pick it up. This feature may be used once per turn.

Armor of Faith

→ Armor of Faith

Your faith in your deity is strong and unwavering, and it grants you protection from physical harm. When you are threatened or attacked, your faith becomes a shield that absorbs the damage.

  • When you are not wearing any armor, your AL equals 10 + your Divine Spellcasting modifier + your Dexterity modifier. You can use a shield and still gain this benefit.

Blade of Zeal

→ Blade of Zeal

You wield your weaponry with holy devotion, bringing down monumental punishment.

  • Whenever you make an attack roll with advantage, you score a critical hit if both dice show the same result except if both results are a 1. This critical hit deals maximum damage on all dice.

Channel Divinity

→ Channel Divinity

You gain the ability to channel divine energy directly from your deity, your oath or any other divine source to fuel magical effects.


Channel Divinity Enhancement

→ Channel Divinity Enhancement

Your gain increased flexibility of divine measures and abilities. You gain the following benefits:

  • You learn one Channel Divinity options of your choice.
  • You can use your Channel Divinity an additional time between rests. When you finish a short or long rest, you regain your expended uses.

You can select this feat multiple times.


Cleansing Touch

→ Cleansing Touch

You have the ability to purify and cleanse living creatures with a touch, removing harmful effects and magic. Your touch can also neutralize poisons and diseases.

You gain the following benefits:

  • You can use your action to touch a creature and cure it of any non-magical disease or poison.
  • You can use your action to end one spell on yourself or on one willing creature that you touch.

Defended by Faith

→ Defended by Faith

With faith you walk securely, unworried of the dangers that lurk about.

  • You can add half of your proficiency bonus, rounded up, to any contested check that you don't already add your proficiency bonus to.

Divine Cantrip Adept

→ Divine Cantrip Adept

You have honed your ability to cast cantrips, and can now use them with greater ease and power.


Divine Cantrip Master

→ Divine Cantrip Master

You have honed your ability to cast cantrips, and can now use them with excellence and perfection.

  • You learn two cantrips of your choice from the Divine Domains.
  • When you cast a divine cantrip, you may cast it as one tier higher instead (At 5th, 9th, 13th and 17th).



Divine Health

→ Divine Health

Your faith in your deity is strong, and you are blessed with divine health and vitality. You are immune to diseases and poison, and have an increased ability to heal and regenerate. You gain the following benefits:

  • You are immune to non-magical diseases and poison.
  • You have the ability to regenerate hit points at a faster rate. When you take a short rest, you regain an additional number of hit points equal to your proficiency bonus + your Constitution modifier.

Divine Ritual Casting

→ Divine Ritual Casting

  • You can cast Divine spells as a ritual if that spell has the ritual tag and you have the spell prepared.

Divine Sense

→ Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears.

  • As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Proficiency bonus. When you finish a long rest, you regain all expended uses.


Holy Warrior

→ Holy Warrior

You wield heavy weapons with an ease and grace that terrifies your foes.

  • You can use your Divine spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls of all weapons.

Inner Prayer

→ Inner Prayer


Lay On Hands

→ Lay On Hands

Your blessed touch can heal wounds.

You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to character level × 5.

  • As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
  • Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of this feat, expending hit points separately for each one.

This feature has no effect on undead and constructs.


Prayer Zeal

→ Prayer Zeal


Sacred Studies

→ Sacred Studies

You gain two tiers of proficiency in the Religion skill.

In addition, your study of esoteric texts has required you to learn some unusual languages. You gain proficiency in languages. The languages chosen when you gain this tier must be of the following languages:

  • Abyssal
  • Celestial
  • Infernal
  • Primordial
  • Sylvan

Other languages may be picked, but consult with the GM.


True Conviction

→ True Conviction

Your devotion outweighs all other motivations.



1st-Level Divine Spellcasting

Prerequisite: Wisdom 15 or higher


You uncover divine abilities, and gain the following benefits:

  • Your Divine Pool for Divine spellcasting is 6 spell points.


1st-Level Divine Power

Prerequisite: 1st-Level Divine Spellcasting


Your power for divine abilities increases, and you gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 9.


2nd-Level Divine Spellcasting

Prerequisite: 1st-Level Divine Power


You uncover divine abilities, and gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 14.


2nd-Level Divine Power

Prerequisite: 2nd-Level Divine Spellcasting


Your power for divine abilities increases, and you gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 21.


3rd-Level Divine Spellcasting

Prerequisite: 2nd-Level Divine Power


You uncover divine abilities, and gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 27.


3rd-Level Divine Power

Prerequisite: 3rd-Level Divine Spellcasting


Your power for divine abilities increases, and you gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 35.


4th-Level Divine Spellcasting

Prerequisite: 3rd-Level Divine Power


You uncover divine abilities, and gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 42.


4th-Level Divine Power

Prerequisite: 4th-Level Divine Spellcasting


Your power for divine abilities increases, and you gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 51.


5th-Level Divine Spellcasting

Prerequisite: 4th-Level Divine Power


You uncover divine abilities, and gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 60.


5th-Level Divine Power

Prerequisite: 5th-Level Divine Spellcasting


Your power for divine abilities increases, and you gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 70.


6th-Level Divine Spellcasting

Prerequisite: 5th-Level Divine Power


You uncover divine abilities, and gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 80.


6th-Level Divine Power

Prerequisite: 6th-Level Divine Spellcasting


Your power for divine abilities increases, and you gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 91.


7th-Level Divine Spellcasting

Prerequisite: 6th-Level Divine Power


You uncover divine abilities, and gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 101.


7th-Level Divine Power

Prerequisite: 7th-Level Divine Spellcasting


Your power for divine abilities increases, and you gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 113.


8th-Level Divine Spellcasting

Prerequisite: 7th-Level Divine Power


You uncover divine abilities, and gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 125.


8th-Level Divine Power

Prerequisite: 8th-Level Divine Spellcasting


Your power for divine abilities increases, and you gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 138.


9th-Level Divine Spellcasting

Prerequisite: 8th-Level Divine Power


You uncover divine abilities, and gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 150.


9th-Level Divine Power

Prerequisite: 9th-Level Divine Spellcasting


Your power for divine abilities increases, and you gain the following benefits:

  • Your Divine Pool for Divine spellcasting is increased to 164.


10th-Level Divine Spellcasting

Prerequisite: 9th-Level Divine Power


You uncover divine abilities, and gain the following benefits:

  • You may learn and cast 10th-level spells or higher from the Divine spell list if such are found.
  • You may research spells and create spells of extra-ordinary power, which is decided together with the DM.
  • Your Divine Pool for Divine spellcasting is increased to 177.

Adaptive Body

→ Adaptive Body

Your innate power sustains your life force. You can alter your body to match your surroundings, allowing you to withstand punishing environments.

  • You ignore the effects of extreme climate, for example high altitude, heat and cold (but not cold or fire damage).
  • You only need to eat, drink, breathe, or sleep half the regular needed amount. To gain the benefits of a long rest, you can spend 4 hours engaged in light activity, rather than sleeping during any of it.

Consumptive Power

→ Consumptive Power

You gain the ability to sacrifice your physical durability in exchange for innate power.

  • When using innate points, you can pay its cost with your hit points, instead of using any points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. For each innate point, you use two hit points.

This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.


Empowered Innate Source

→ Empowered Innate Source

Empowering Reserves
When you make an ability check on your turn, you can spend 2 innate points to gain advantage on the check.

Imbuing Touch
As an action, you can touch one nonmagical weapon and spend 2 innate points to imbue it with power for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

Well of Fortitude
As an action, you can spend any number of innate points to roll a d4 for each point expended. You gain a number of hit points equal to the total rolled.


Eternal Body

→ Eternal Body
Prerequisite: Adaptive Body


Your mastery of your own power causes your mind to transcend the body. Your physical form is infused with immense innate power. You gain the following benefits:

  • You suffer none of the frailty of old age, you can't be aged magically, and you age more slowly. For every 10 years that pass, your body ages only 1 year, you can still die of old age, however. In addition, you no longer need food or water.
  • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.

Indivisible Bond

→ Indivisible Bond

You and another creature form a psychic bond.

Boundless Communication
At-will. Both may communicate mentally, at any range and across planes. This includes sharing mental images and memories, but not forcefully extract them from each other. In addition, both share their emotions and mental state at all times, this cannot be hidden from each other.

Synchronized Awareness
Always. The one with the lowest passive perception uses the others value instead, as long as the bond is unbroken.

Intertwined Psyche
(0-1 innate points, by the other)
Always. If either suffer psychic damage, the other must succeed with a DL 13 Sanity check, or suffer half the psychic damage as well. However, on a success, the original receiver of the damage instead suffer only half the psychic damage. The Sanity check may automatically succeed if the other spend 1 IP.

Mirrored Act
(1 innate point, by either)
At-will. Either may channel innate powers, martial maneuvers or spells through the other, but can be refused. Either must spend 1 IP.

Help From Within
At-will. You and the creature may always use the Help action at each other, at any range and across planes.


Infinity Gate

→ Infinity Gate


Life Tap

→ Life Tap

  • When you take a short rest, you may roll a hit dice and suffer the value as damage. You regain spell points equal to damage suffered + your spellcasting modifier.



Purity of Body

→ Purity of Body

You have mastered the art of purification and self-control, and are able to maintain your physical and mental health with ease. Your body is resistant to diseases and poison, and you have an increased ability to heal and regenerate. You gain the following benefits:

  • You are immune to non-magical diseases and poison.
  • You have advantage on Fortitude checks made to resist the effects of extreme environments, such as extreme heat or cold.
  • You have the ability to regenerate hit points at a faster rate. When you take a short rest, you regain an additional number of hit points equal to your proficiency bonus + your Constitution modifier.

Purity of Mind

→ Purity of Mind

You have mastered the art of meditation and concentration, and are able to focus your mind and block out distractions. Your mental clarity and resilience allow you to resist mind-affecting effects and maintain concentration on spells. You gain the following benefits:

  • You have advantage on Sanity checks.
  • You have resistance to psychic damage.
  • You have advantage on Fortitude checks made to maintain concentration on a spell.
  • You have advantage on Intelligence, Wisdom, and Charisma checks made to remember or recall information.

Purity of Soul

→ Purity of Soul

You have mastered the art of spiritual inquiry and sense of self , and are able to hold onto and withstand foreign influences, unmoved in morality or principle. Your soul is resilient to corrupting and tainting forces, remaining pure. You gain the following benefits:

  • You have advantage on Will checks against being charmed or frightened.
  • You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
  • Whenever you make a contested check and fail, you can spend 1 innate point to reroll it and take the second result.

Sage Mode

→ Sage Mode


Telepathy

→ Telepathy

Your mind awakens to the ability to communicate via telepathy.

  • You can telepathically speak to any creature you can see within 40 meters of you in this manner.
  • You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Aura Sight

→ Aura Sight
Power: Body Power
Prerequisite: Wisdom 13 or higher


You perceive auras, energy signatures that can reveal key elements of a creature's nature.

  • You can sense a one-word summary of the emotional state of creatures you can see, such as happy, confused, afraid, or violent. This is represented by a variety of different colors outlining their body. Love for example might be expressed either in a bright pink or a brilliant deep red, while disgust might be a darker green and hate void black.

    By expending innate points, you can increase the effects:

Assess Foe
(2 innate points)
As a bonus action, you analyze the aura of one creature you see. You learn its current hit point percentage from its maximum hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice.

View Aura
(3 innate points, concentration 1 hour)
As an action, you study one creature's aura. Until your concentration ends, while you can see the target, you learn if it's under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.

Perceive the Unseen
(5 innate points, concentration 1 minute)
As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.


Brute Force

→ Brute Force
Power: Body Power
Prerequisite: Strength 13 or higher


You augment your natural strength with innate power, granting you the ability to achieve incredible feats of might.

  • You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and your size while grappling creatures.

Brute Strike
(1-7 innate points)
As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per innate point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.

Knock Back
(1-7 innate points)
When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 5 meters away from you per innate point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per innate point spent.

Mighty Leap
(1-7 innate points)
As part of your movement, you jump in any direction up to 10 meters per innate point spent.

Feat of Strength
(2 innate points)
As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.


Celerity

→ Celerity
Power: Body Power
Prerequisite: Dexterity 13 or higher


You channel innate power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.

Rapid Step
(1-7 innate points)
As a bonus action, you increase your walking speed by 5 meters per innate point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.

Agile Defense
(2 innate points)
As a bonus action, you take the Dodge action

Blur of Motion
(2 innate points)
As an action, you cause yourself to be invisible during any of your movement during the current turn.

Surge of Speed
(2 innate points)
As a bonus action, you gain two benefits until the end of the current turn: you don't provoke opportunity attacks, and you have a climbing speed equal to your walking speed.

Surge of Action
(5 innate points, concentration 1 minute)
As an action, you cast the Haste spell on yourself, without expending a spell slot.


Intellect Fortress

→ Intellect Fortress
Power: Body Power
Prerequisite: Intelligence 13 or higher


You forge an indomitable wall of psychic energy around your mind—one that allows you to launch counterattacks against your opponents.

  • You gain resistance to psychic damage.

Psychic Backlash
(2 innate points)
As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.

Psychic Parry
(1-7 innate points)
As a reaction when you make a Sanity or Will saving throw, you gain a +1 bonus to that saving throw for each innate point you spend on this ability. You can use this ability after rolling the die but before suffering the results.

Psychic Redoubt
(5 innate points, concentration 10 minutes)
As an action, you emanate a 10-meter radius aura of protective psychic energy. Until your concentration ends, you and allies within the aura have resistance to psychic damage and can roll a d4 when making a Sanity or Will saving throw and add the number rolled to the total.


Iron Durability

→ Iron Durability
Power: Body Power
Prerequisite: Constitution 13 or higher


You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.

  • You gain a +1 bonus to AL.

Iron Hide
(1-7 innate points)
As a reaction, when you are hit by an attack, you gain a +1 bonus to AL for each innate point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.

Steel Hide
(2 innate points)
As a bonus action, you gain resistance to physical damage damage until the end of your next turn.

Iron Resistance
(7 innate points, concentration 1 hour)
As an action, you gain resistance to any physical damage of your choice, which lasts until your concentration ends.


Mantle of Awe

→ Mantle of Awe
Power: Body Power
Prerequisite: Charisma 13 or higher


You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.

  • You gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).

Charming Presence
(1-7 innate points)
As an action, you exert an aura of sympathetic power. Roll 2d8 per innate point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 19 meters of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature's hit point maximum from the total before moving on to the next creature. A creature's hit point maximum must be equal to or less than the remaining total for that creature to be affected.

Center of Attention
(2 innate points, concentration 1 minute)
As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 20 meters of you. It must make a Will saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.

Invoke Awe
(7 innate points, concentratino 10 minutes)
As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 20 meters of you. Each target must succeed with a Will saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.


Precognition

→ Precognition
Power: Body Power
Prerequisite: Perception 13 or higher


By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.

Precognitive Hunch
(2 innate point, concentration 1 minute)
As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a contested check, or an ability check, you roll a d4 and add it to the total.

All-Around Sight
(3 innate points)
In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.

Danger Sense
(5 innate points, concentration 8 hours)
As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can't be surprised, attack rolls against you can't gain advantage, and you gain a +10 bonus to initiative.


Bestial Form

→ Bestial Form
Power: Psychic Power
Prerequisite: Primal Theme


  • You transform your body, gaining traits of different beasts, as a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own innate point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.

    Once per long rest you may use a feature with a reduced cost of -2.

Bestial Claws
(1 innate points)
You manifest long claws. Your unarmed attacks deals 1d6 slashing damage. As a bonus action you can make one melee attack with your claws.

Amphibious
(2 innate points)
You gain gills; you can breathe air and water.

Climbing
(2 innate points)
You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.

Flight
(5 innate points)
Wings sprout from your back. You gain a flying speed equal to your walking speed.

Keen Senses
(2 innate points)
Your eyes and ears become more sensitive. You gain advantage on Perception(Investigation) checks.

Perfect Senses
(3 innate points)
You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 5 meters of you, even if you are blinded.

Swimming
(2 innate points)
You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.

Tough Hide
(2 innate points)
Your skin becomes as tough as leather; you gain a +2 bonus to AL.


Acid Affinity

→ Acid Affinity
Power: Elemental Power 


Your control over your body allows you to deliver acid attacks.

  • When you take piercing or slashing damage, you cause acid to spray from your wound; a creature of your choice within 5 meters of you takes 1d6 acid damage.

Acid Shield
(2 innate points)
As a reaction, whenever you are subjected to acid damage, gain acid resistance for the triggering damage and until the end of your next turn.

Acid Absorption
(X innate points)
As a reaction, whenever you are subjected to acid damage, you may reduce the damage by 1d4 per X innate point spent and regain a number of hit points equal to the rolled amount.

Energy Immunity
(7 innate points, concentration 1 hour)
As an action, you gain immunity to acid damage, which lasts until your concentration ends.


Air Affinity

→ Air Affinity
Power: Elemental Power 


  • You can use your action to manipulate or move one object within 10 meters of you. The object can't weigh more than 5 kg, and you can't affect an object being worn or carried by another creature. If the object is loose, you can move it up to 10 meters in any direction.
    This allows you to open an unlocked door, pour out a beer stein, and so on.
    The object falls to the ground at the end of your turn if you leave it suspended in midair.
  • As an action, you can shoot an object that is pebble sized or smaller. Make a ranged attack against a creature or object within 60 feet of you. On a hit, the target takes 1d8 bludgeoning damage. You can increase the damage by 1d8 per additional innate point spent.

Push
(1-7 innate points)
As an action, choose one creature you can see within 20 meters of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 bludgeoning damage per innate point spent and is pushed up to 5 meters per point spent in a straight line away from you. On a successful save, it takes half as much damage.

Speed Darts
(1-7 innate points)
As a bonus action, you can imbue all your ranged weapon attacks until the start of your next turn with the wind. The attacks deal an extra weapon damage die per innate point spent.

Wind Step
(1-7 innate points)
As part of your move on your turn, you conjure forth clouds to create a solid, translucent steps. You can fly up to 10 meters for each innate point spent. If you end this flight in the air, you fall unless something else holds you aloft. You take no falling damage for the height gained during this move.

Guided Missile
(2 innate points)
As a reaction when a ranged weapon attack misses within 20 meters of you, you can force the attacker to repeat the attack roll against a target of your choice within 10 meters of the target the attack missed.



Mastery of Acid

→ Mastery of Acid
Power: Elemental Power 


  • As a reaction when you take piercing or slashing damage, you cause a shower of acid to spray from your wound; each creature within 5 meters of you takes 1d6 acid damage.

Corrosive Touch
(1-7 innate points)
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Reflex saving throw, taking 1d10 acid damage per innate point spent on a failed save, or half as much damage on a successful one.

Acid Spear
(1-7 innate points)
As an action, you shoot a spear of acid that targets one creature you can see within 10 meters of you. The target must make a Reflex saving throw. On a failed save, it takes 1d10 acid damage per psi point spent and each creature within a 5-meter-cone behind the target must make a Reflex saving throw as well.

Breath of the Black Dragon
(5 innate points) You exhale a wave of acid in a 20-meter line that is 1 meter wide. Each creature in the line must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one. You can increase the damage by 1d6 per additional innate point spent on it.

Corrosive Form
(5 innate points, concentration 1 minute)
As a bonus action, you become wet, dripping with acid, until your concentration ends. A creature that touches you or hits you with a melee attack while within 5 meters of you takes 1d8 acid damage. Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Non-magical ammunition made of metal or wood that hits you is destroyed after dealing damage. You can eat through 2-inch-thick, non-magical wood or metal in 1 round.


Mastery of Air

→ Mastery of Air
Power: Elemental Power
Prerequisite: Charisma 13 or higher, Elemental Mastery (Lightning)


You become one with the power of elemental air. Your mind reaches into the sky, reshaping the stuff of storms to serve your needs.

  • When you walk, you float 1 decimeter above the ground. This effect means that you can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain.

Wind Stream
(1-7 innate points)
As an action, you create a line of focused air that is 10 meter long and a meter wide per innate point spent. Each creature in that area must make a Strength saving throw, taking 1d4 bludgeoning damage and knocked 5 meters away from you per innate point spent and being knocked prone on a failed save, or half as much damage on a successful one.

Move
(2-7 innate points)
Choose one object you can see within 20 meters of you that isn't being worn or carried by another creature and that isn't secured in place. It can't be larger than 5 meters on a side, and its maximum weight depends on the innate points spent on this ability, as shown below.

As an action, you move the object up to 20 meters, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DL 10 Reflex saving throw or take damage as listed on the table below.

Innate
Points
Spent
Maximum
Weight
Bludgeoning
Damage
2 10 kg 2d6
3 25 kg 4d6
5 100 kg 6d6
6 250 kg 7d6
7 500 kg 8d6

Cloak of Air
(3 innate points, concentration 10 minutes)
As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack or a ranged attack like arrows, bolts or other ordinary projectiles, you can use your reaction to force the creature to repeat the attack roll against itself or a target within its range. Ranged attacks are calculated from you, with the remaining distance as its range.

Additionally, the area in a 5-meters radius around you count as difficult terrain for creatures other than you.

Wind Form
(5 innate points, concentration 10 minutes)
As a bonus action, you gain a flying speed of 20 meters, which lasts until your concentration ends.


Mastery of Fire

→ Mastery of Fire
Power: Elemental Power
Prerequisite: Charisma 13 or higher, Elemental Mastery (Fire)


You align your mind with the energy of elemental fire.

  • You gain a +1 bonus to all rolls for fire damage.

Combustion
(1-7 innate points, concentration 1 minute)
As an action, choose one creature or object you can see within 40 meters of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per innate point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn't catch on fire.

Rolling Flame
(1-4 innate points, concentration 1 minute)
As an action, you create a ball of fire in a (5/10/15/20)-foot sphere within 5 feet of you, which you let loose in one direction. The sphere moves (80/40/20/10) feet at the end of each of your turns. The fire lasts until your concentration ends or until it is 120 feet away from you. Any creature in that area when you use this ability, comes into contact with it for the first time on a turn or any creature that ends its turn there takes (1/2/4/8)d6 fire damage.

Fire Form
(5 innate points, concentration 1 minute)
As a bonus action, you become wreathed in flames until your concentration ends. Any creature that comes within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage + 1d6 fire damage per extra psi point spent

Flame Lash
(6 innate points)
As an action, choose a point within 60 feet of you. A tendril of fire emerges toward that point, which is surrounded by fire that fills a 5-foot cube. The tendril then extends through or is split between up to ten more 5-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw, taking 6d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.


Acid Affinity

→ Acid Affinity
Power: Elemental Power 


Your control over your body allows you to deliver acid attacks.

  • When you take piercing or slashing damage, you cause acid to spray from your wound; a creature of your choice within 5 meters of you takes 1d6 acid damage.

Acid Shield
(2 innate points)
As a reaction, whenever you are subjected to acid damage, gain acid resistance for the triggering damage and until the end of your next turn.

Acid Absorption
(X innate points)
As a reaction, whenever you are subjected to acid damage, you may reduce the damage by 1d4 per X innate point spent and regain a number of hit points equal to the rolled amount.

Energy Immunity
(7 innate points, concentration 1 hour)
As an action, you gain immunity to acid damage, which lasts until your concentration ends.


Adaptive Body

→ Adaptive Body

Your innate power sustains your life force. You can alter your body to match your surroundings, allowing you to withstand punishing environments.

  • You ignore the effects of extreme climate, for example high altitude, heat and cold (but not cold or fire damage).
  • You only need to eat, drink, breathe, or sleep half the regular needed amount. To gain the benefits of a long rest, you can spend 4 hours engaged in light activity, rather than sleeping during any of it.

Air Affinity

→ Air Affinity
Power: Elemental Power 


  • You can use your action to manipulate or move one object within 10 meters of you. The object can't weigh more than 5 kg, and you can't affect an object being worn or carried by another creature. If the object is loose, you can move it up to 10 meters in any direction.
    This allows you to open an unlocked door, pour out a beer stein, and so on.
    The object falls to the ground at the end of your turn if you leave it suspended in midair.
  • As an action, you can shoot an object that is pebble sized or smaller. Make a ranged attack against a creature or object within 60 feet of you. On a hit, the target takes 1d8 bludgeoning damage. You can increase the damage by 1d8 per additional innate point spent.

Push
(1-7 innate points)
As an action, choose one creature you can see within 20 meters of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 bludgeoning damage per innate point spent and is pushed up to 5 meters per point spent in a straight line away from you. On a successful save, it takes half as much damage.

Speed Darts
(1-7 innate points)
As a bonus action, you can imbue all your ranged weapon attacks until the start of your next turn with the wind. The attacks deal an extra weapon damage die per innate point spent.

Wind Step
(1-7 innate points)
As part of your move on your turn, you conjure forth clouds to create a solid, translucent steps. You can fly up to 10 meters for each innate point spent. If you end this flight in the air, you fall unless something else holds you aloft. You take no falling damage for the height gained during this move.

Guided Missile
(2 innate points)
As a reaction when a ranged weapon attack misses within 20 meters of you, you can force the attacker to repeat the attack roll against a target of your choice within 10 meters of the target the attack missed.



Aura Sight

→ Aura Sight
Power: Body Power
Prerequisite: Wisdom 13 or higher


You perceive auras, energy signatures that can reveal key elements of a creature's nature.

  • You can sense a one-word summary of the emotional state of creatures you can see, such as happy, confused, afraid, or violent. This is represented by a variety of different colors outlining their body. Love for example might be expressed either in a bright pink or a brilliant deep red, while disgust might be a darker green and hate void black.

    By expending innate points, you can increase the effects:

Assess Foe
(2 innate points)
As a bonus action, you analyze the aura of one creature you see. You learn its current hit point percentage from its maximum hit points, and its current attitude and intentions toward you or one other creature, object, or location of your choice.

View Aura
(3 innate points, concentration 1 hour)
As an action, you study one creature's aura. Until your concentration ends, while you can see the target, you learn if it's under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.

Perceive the Unseen
(5 innate points, concentration 1 minute)
As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.


Bestial Form

→ Bestial Form
Power: Psychic Power
Prerequisite: Primal Theme


  • You transform your body, gaining traits of different beasts, as a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own innate point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.

    Once per long rest you may use a feature with a reduced cost of -2.

Bestial Claws
(1 innate points)
You manifest long claws. Your unarmed attacks deals 1d6 slashing damage. As a bonus action you can make one melee attack with your claws.

Amphibious
(2 innate points)
You gain gills; you can breathe air and water.

Climbing
(2 innate points)
You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.

Flight
(5 innate points)
Wings sprout from your back. You gain a flying speed equal to your walking speed.

Keen Senses
(2 innate points)
Your eyes and ears become more sensitive. You gain advantage on Perception(Investigation) checks.

Perfect Senses
(3 innate points)
You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 5 meters of you, even if you are blinded.

Swimming
(2 innate points)
You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.

Tough Hide
(2 innate points)
Your skin becomes as tough as leather; you gain a +2 bonus to AL.


Brute Force

→ Brute Force
Power: Body Power
Prerequisite: Strength 13 or higher


You augment your natural strength with innate power, granting you the ability to achieve incredible feats of might.

  • You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and your size while grappling creatures.

Brute Strike
(1-7 innate points)
As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per innate point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.

Knock Back
(1-7 innate points)
When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 5 meters away from you per innate point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per innate point spent.

Mighty Leap
(1-7 innate points)
As part of your movement, you jump in any direction up to 10 meters per innate point spent.

Feat of Strength
(2 innate points)
As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.


Celerity

→ Celerity
Power: Body Power
Prerequisite: Dexterity 13 or higher


You channel innate power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.

Rapid Step
(1-7 innate points)
As a bonus action, you increase your walking speed by 5 meters per innate point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.

Agile Defense
(2 innate points)
As a bonus action, you take the Dodge action

Blur of Motion
(2 innate points)
As an action, you cause yourself to be invisible during any of your movement during the current turn.

Surge of Speed
(2 innate points)
As a bonus action, you gain two benefits until the end of the current turn: you don't provoke opportunity attacks, and you have a climbing speed equal to your walking speed.

Surge of Action
(5 innate points, concentration 1 minute)
As an action, you cast the Haste spell on yourself, without expending a spell slot.


Consumptive Power

→ Consumptive Power

You gain the ability to sacrifice your physical durability in exchange for innate power.

  • When using innate points, you can pay its cost with your hit points, instead of using any points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. For each innate point, you use two hit points.

This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.


Empowered Innate Source

→ Empowered Innate Source

Empowering Reserves
When you make an ability check on your turn, you can spend 2 innate points to gain advantage on the check.

Imbuing Touch
As an action, you can touch one nonmagical weapon and spend 2 innate points to imbue it with power for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

Well of Fortitude
As an action, you can spend any number of innate points to roll a d4 for each point expended. You gain a number of hit points equal to the total rolled.


Eternal Body

→ Eternal Body
Prerequisite: Adaptive Body


Your mastery of your own power causes your mind to transcend the body. Your physical form is infused with immense innate power. You gain the following benefits:

  • You suffer none of the frailty of old age, you can't be aged magically, and you age more slowly. For every 10 years that pass, your body ages only 1 year, you can still die of old age, however. In addition, you no longer need food or water.
  • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.

Indivisible Bond

→ Indivisible Bond

You and another creature form a psychic bond.

Boundless Communication
At-will. Both may communicate mentally, at any range and across planes. This includes sharing mental images and memories, but not forcefully extract them from each other. In addition, both share their emotions and mental state at all times, this cannot be hidden from each other.

Synchronized Awareness
Always. The one with the lowest passive perception uses the others value instead, as long as the bond is unbroken.

Intertwined Psyche
(0-1 innate points, by the other)
Always. If either suffer psychic damage, the other must succeed with a DL 13 Sanity check, or suffer half the psychic damage as well. However, on a success, the original receiver of the damage instead suffer only half the psychic damage. The Sanity check may automatically succeed if the other spend 1 IP.

Mirrored Act
(1 innate point, by either)
At-will. Either may channel innate powers, martial maneuvers or spells through the other, but can be refused. Either must spend 1 IP.

Help From Within
At-will. You and the creature may always use the Help action at each other, at any range and across planes.


Infinity Gate

→ Infinity Gate


Intellect Fortress

→ Intellect Fortress
Power: Body Power
Prerequisite: Intelligence 13 or higher


You forge an indomitable wall of psychic energy around your mind—one that allows you to launch counterattacks against your opponents.

  • You gain resistance to psychic damage.

Psychic Backlash
(2 innate points)
As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.

Psychic Parry
(1-7 innate points)
As a reaction when you make a Sanity or Will saving throw, you gain a +1 bonus to that saving throw for each innate point you spend on this ability. You can use this ability after rolling the die but before suffering the results.

Psychic Redoubt
(5 innate points, concentration 10 minutes)
As an action, you emanate a 10-meter radius aura of protective psychic energy. Until your concentration ends, you and allies within the aura have resistance to psychic damage and can roll a d4 when making a Sanity or Will saving throw and add the number rolled to the total.


Iron Durability

→ Iron Durability
Power: Body Power
Prerequisite: Constitution 13 or higher


You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.

  • You gain a +1 bonus to AL.

Iron Hide
(1-7 innate points)
As a reaction, when you are hit by an attack, you gain a +1 bonus to AL for each innate point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.

Steel Hide
(2 innate points)
As a bonus action, you gain resistance to physical damage damage until the end of your next turn.

Iron Resistance
(7 innate points, concentration 1 hour)
As an action, you gain resistance to any physical damage of your choice, which lasts until your concentration ends.


Life Tap

→ Life Tap

  • When you take a short rest, you may roll a hit dice and suffer the value as damage. You regain spell points equal to damage suffered + your spellcasting modifier.



Mantle of Awe

→ Mantle of Awe
Power: Body Power
Prerequisite: Charisma 13 or higher


You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.

  • You gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).

Charming Presence
(1-7 innate points)
As an action, you exert an aura of sympathetic power. Roll 2d8 per innate point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 19 meters of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature's hit point maximum from the total before moving on to the next creature. A creature's hit point maximum must be equal to or less than the remaining total for that creature to be affected.

Center of Attention
(2 innate points, concentration 1 minute)
As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 20 meters of you. It must make a Will saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.

Invoke Awe
(7 innate points, concentratino 10 minutes)
As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 20 meters of you. Each target must succeed with a Will saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.


Mastery of Acid

→ Mastery of Acid
Power: Elemental Power 


  • As a reaction when you take piercing or slashing damage, you cause a shower of acid to spray from your wound; each creature within 5 meters of you takes 1d6 acid damage.

Corrosive Touch
(1-7 innate points)
As an action, you deliver a touch of acid to one creature within your reach. The target must make a Reflex saving throw, taking 1d10 acid damage per innate point spent on a failed save, or half as much damage on a successful one.

Acid Spear
(1-7 innate points)
As an action, you shoot a spear of acid that targets one creature you can see within 10 meters of you. The target must make a Reflex saving throw. On a failed save, it takes 1d10 acid damage per psi point spent and each creature within a 5-meter-cone behind the target must make a Reflex saving throw as well.

Breath of the Black Dragon
(5 innate points) You exhale a wave of acid in a 20-meter line that is 1 meter wide. Each creature in the line must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one. You can increase the damage by 1d6 per additional innate point spent on it.

Corrosive Form
(5 innate points, concentration 1 minute)
As a bonus action, you become wet, dripping with acid, until your concentration ends. A creature that touches you or hits you with a melee attack while within 5 meters of you takes 1d8 acid damage. Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Non-magical ammunition made of metal or wood that hits you is destroyed after dealing damage. You can eat through 2-inch-thick, non-magical wood or metal in 1 round.


Mastery of Air

→ Mastery of Air
Power: Elemental Power
Prerequisite: Charisma 13 or higher, Elemental Mastery (Lightning)


You become one with the power of elemental air. Your mind reaches into the sky, reshaping the stuff of storms to serve your needs.

  • When you walk, you float 1 decimeter above the ground. This effect means that you can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain.

Wind Stream
(1-7 innate points)
As an action, you create a line of focused air that is 10 meter long and a meter wide per innate point spent. Each creature in that area must make a Strength saving throw, taking 1d4 bludgeoning damage and knocked 5 meters away from you per innate point spent and being knocked prone on a failed save, or half as much damage on a successful one.

Move
(2-7 innate points)
Choose one object you can see within 20 meters of you that isn't being worn or carried by another creature and that isn't secured in place. It can't be larger than 5 meters on a side, and its maximum weight depends on the innate points spent on this ability, as shown below.

As an action, you move the object up to 20 meters, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DL 10 Reflex saving throw or take damage as listed on the table below.

Innate
Points
Spent
Maximum
Weight
Bludgeoning
Damage
2 10 kg 2d6
3 25 kg 4d6
5 100 kg 6d6
6 250 kg 7d6
7 500 kg 8d6

Cloak of Air
(3 innate points, concentration 10 minutes)
As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack or a ranged attack like arrows, bolts or other ordinary projectiles, you can use your reaction to force the creature to repeat the attack roll against itself or a target within its range. Ranged attacks are calculated from you, with the remaining distance as its range.

Additionally, the area in a 5-meters radius around you count as difficult terrain for creatures other than you.

Wind Form
(5 innate points, concentration 10 minutes)
As a bonus action, you gain a flying speed of 20 meters, which lasts until your concentration ends.


Mastery of Fire

→ Mastery of Fire
Power: Elemental Power
Prerequisite: Charisma 13 or higher, Elemental Mastery (Fire)


You align your mind with the energy of elemental fire.

  • You gain a +1 bonus to all rolls for fire damage.

Combustion
(1-7 innate points, concentration 1 minute)
As an action, choose one creature or object you can see within 40 meters of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per innate point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn't catch on fire.

Rolling Flame
(1-4 innate points, concentration 1 minute)
As an action, you create a ball of fire in a (5/10/15/20)-foot sphere within 5 feet of you, which you let loose in one direction. The sphere moves (80/40/20/10) feet at the end of each of your turns. The fire lasts until your concentration ends or until it is 120 feet away from you. Any creature in that area when you use this ability, comes into contact with it for the first time on a turn or any creature that ends its turn there takes (1/2/4/8)d6 fire damage.

Fire Form
(5 innate points, concentration 1 minute)
As a bonus action, you become wreathed in flames until your concentration ends. Any creature that comes within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage + 1d6 fire damage per extra psi point spent

Flame Lash
(6 innate points)
As an action, choose a point within 60 feet of you. A tendril of fire emerges toward that point, which is surrounded by fire that fills a 5-foot cube. The tendril then extends through or is split between up to ten more 5-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw, taking 6d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.


Precognition

→ Precognition
Power: Body Power
Prerequisite: Perception 13 or higher


By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.

Precognitive Hunch
(2 innate point, concentration 1 minute)
As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a contested check, or an ability check, you roll a d4 and add it to the total.

All-Around Sight
(3 innate points)
In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.

Danger Sense
(5 innate points, concentration 8 hours)
As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can't be surprised, attack rolls against you can't gain advantage, and you gain a +10 bonus to initiative.


Purity of Body

→ Purity of Body

You have mastered the art of purification and self-control, and are able to maintain your physical and mental health with ease. Your body is resistant to diseases and poison, and you have an increased ability to heal and regenerate. You gain the following benefits:

  • You are immune to non-magical diseases and poison.
  • You have advantage on Fortitude checks made to resist the effects of extreme environments, such as extreme heat or cold.
  • You have the ability to regenerate hit points at a faster rate. When you take a short rest, you regain an additional number of hit points equal to your proficiency bonus + your Constitution modifier.

Purity of Mind

→ Purity of Mind

You have mastered the art of meditation and concentration, and are able to focus your mind and block out distractions. Your mental clarity and resilience allow you to resist mind-affecting effects and maintain concentration on spells. You gain the following benefits:

  • You have advantage on Sanity checks.
  • You have resistance to psychic damage.
  • You have advantage on Fortitude checks made to maintain concentration on a spell.
  • You have advantage on Intelligence, Wisdom, and Charisma checks made to remember or recall information.

Purity of Soul

→ Purity of Soul

You have mastered the art of spiritual inquiry and sense of self , and are able to hold onto and withstand foreign influences, unmoved in morality or principle. Your soul is resilient to corrupting and tainting forces, remaining pure. You gain the following benefits:

  • You have advantage on Will checks against being charmed or frightened.
  • You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
  • Whenever you make a contested check and fail, you can spend 1 innate point to reroll it and take the second result.

Sage Mode

→ Sage Mode


Telepathy

→ Telepathy

Your mind awakens to the ability to communicate via telepathy.

  • You can telepathically speak to any creature you can see within 40 meters of you in this manner.
  • You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Brutal Critical

→ Brutal Critical

Honing your viciousness in combat, you exploit every weakness you can when you deliver a critical blow.

  • You can roll an additional set of weapon damage dice when determining the extra damage for a critical hit with a melee attack.

You can select this feat multiple times, enhancing the critical hit with additional dice.


Fighting Style

→ Fighting Style


You learn to fight with a specific fighting style, and gain the following benefits:

You can select this feat multiple times. You can't take a Fighting Style option more than once, even if you later get to choose again.


Improved Combat Action

→ Improved Combat Action
Prerequisite: Fighting Style (Feat), 5th level


  • Your combat action costs 2 AP instead of 3, i.e it now costs a Minor Action.

Improved Combat Action II

→ Improved Combat Action II
Prerequisite: Full Martial Theme, 11th level, Improved Combat Action



Improved Combat Action III

→ Improved Combat Action III
Prerequisite: Full Martial Theme, 17th level, Improved Combat Action II


  • Your combat action costs 1 AP instead of 2, i.e it now costs a Quick Action.

Indomitable

→ Indomitable

You push beyond whatever physical limits the gods may have put upon you.

  • You can reroll a contested check that you fail. If you do so, you must use the new roll. You can use this feature up to your proficiency bonus. Afterwards you can't use this feature again until you finish a long rest.

Martial Maneuver Master

→ Martial Maneuver Master
Prerequisite: Martial Maneuver Training


You have mastered many maneuvers. You gain the following benefits:

  • You increase the tier of five different martial maneuvers of your choice from Martial Maneuver tables by 1.

Martial Maneuver Training

→ Martial Maneuver Training

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You increase the tier of three different martial maneuvers of your choice from Martial Maneuver tables by 1.

Mounted Combatant

→ Mounted Combatant
Prerequisite: Mounted Training


You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • When you make a melee attack against a creature, you and your mount don't provoke opportunity attacks from that creature for the rest of the turn.

Mounted Fighting Style

→ Mounted Fighting Style
Prerequisite: Mounted Combatant


You specialize into your personal style of mounted combat. Gain one of the following features of your choice.

Cataphract While your steed is wearing barding, it gains a +1 bonus to AL and Resistance to bludgeoning, piercing and slashing damage from nonmagical attacks.
Jinete While mounted on your steed and wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Keshik While mounted on your steed, you can make one additional ranged weapon attack against a target within 15 feet of you as a bonus action when you take the Attack action on your turn.
Sowar While mounted on your steed and wielding a shield, attacks against you from more than 10 feet away are made with Disadvantage.
Uhlan While mounted on your steed and wielding a heavy weapon or a lance, when you hit a creature smaller than your steed with a melee attack, it must succeed on a contested Strength (Brawn) check or be knocked Prone. The DC is equal to your attack roll.

Opportunity Attack

→ Opportunity Attack

In a fight, you're constantly watching for enemies to drop their guard. Move heedlessly past you provokes an opportunity attack.

  • As a reaction, you can make a melee attack when a hostile creature that you can see moves out of your reach. The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.

Reckless Attack

→ Reckless Attack

You throw aside all concern for defense to attack with fierce desperation.

  • When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using during this turn, but attack rolls against you have advantage until your next turn.

Second Wind

→ Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm.

  • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your level.
  • You also gain temporary hit points equal to half the regained hit points.

Once you use this feature, you must finish a short or long rest before you can use it again.


Sentinel

→ Sentinel
Prerequisite: Opportunity Attack


You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • Your opportunity attack can made as a free Arresting Strike maneuver instead (Not limited by one maneuver per turn). Addtionally, your Arresting Strike maneuver tier is increased by 1.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
  • Other creatures provoke an Opportunity Attack from you when they enter your reach.

Sharpshooter

→ Sharpshooter
Prerequisite: Dexterity 13 or higher


You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

Bonus: If you have the Arbalist weapon feat.


Tavern Brawler

→ Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • You are proficient with improvised weapons. These count as martial weapons of the appropriate category for you.
  • Your unarmed attacks count as Light Martial Bludgeon weapons.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Agonizing Blast

→ Agonizing Blast
Invocation: Cantrip Invocation 


  • When you hit with a cantrip that deal damage, add your spellcasting ability modifier to the damage it deals on a hit.

Armor of Shadows

→ Armor of Shadows
Invocation: At-Will Invocation 


  • You can cast mage armor on yourself at will, without expending spell points or material components.

Ascendant Step

→ Ascendant Step
Invocation: At-Will Invocation 


  • You can cast levitate on yourself at will, without expending spell points or material components.

Beast Speech

→ Beast Speech
Invocation: At-Will Invocation 



Beguiling Influence

→ Beguiling Influence
Invocation: Passive Invocation 



Chains of Carceri

→ Chains of Carceri
Invocation: Once Per Day Invocation 


  • You can cast hold monster, without expending spell point or material components, targeting a celestial, fiend, or elemental. You must finish a long rest before you can use this invocation again.

Devil's Sight

→ Devil's Sight
Invocation: Passive Invocation 


  • You can see normally in darkness, both magical and nonmagical, to a distance of 40 meters.

Dreadful Word

→ Dreadful Word
Invocation: Once Per Day Invocation 


  • You can cast confusion, without expending spell point. You must finish a long rest before you can use this invocation again.

Eldritch Sight

→ Eldritch Sight
Invocation: At-Will Invocation 


  • You can cast detect magic at will, without expending spell points.

Eldritch Spear

→ Eldritch Spear
Invocation: Cantrip Invocation 


  • When you cast a cantrip that deal damage, its range is doubled. Touch spells gain a range of 10 meters.

Eyes of the Rune Keeper

→ Eyes of the Rune Keeper
Invocation: Passive Invocation 


  • You can read all writing.

Fiendish Vigor

→ Fiendish Vigor
Invocation: At-Will Invocation 


  • You can cast false life on yourself at will, without expending spell points or material components.

Life Tap

→ Life Tap

  • When you take a short rest, you may roll a hit dice and suffer the value as damage. You regain spell points equal to damage suffered + your spellcasting modifier.



Mask of Many Faces

→ Mask of Many Faces
Invocation: At-Will Invocation 


  • You can cast disguise self at will, without expending spell points.

Master of Myriad Forms

→ Master of Myriad Forms
Invocation: At-Will Invocation
Prerequisite: Mask of Many Faces


  • You can cast alter self at will, without expending spell points.

Occult Cantrip Mastery

→ Occult Cantrip Mastery


Pact Boon

→ Pact Boon

An otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 meters away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way.

The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack with its reaction.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Book of Ancient Secrets

Prerequisite: Pact of the Tome
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells needn't be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

Pact of the Star Chain

Prerequisite: Seeker Patron
The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn't count against your number of spells known. Additionally, you can invoke the Seeker's power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.


Repelling Blast

→ Repelling Blast
Invocation: Cantrip Invocation 


  • When you hit with a cantrip that deal damage, you can push the creature up to 5 meters away from you in a straight line.

Agonizing Blast

→ Agonizing Blast
Invocation: Cantrip Invocation 


  • When you hit with a cantrip that deal damage, add your spellcasting ability modifier to the damage it deals on a hit.

Eldritch Spear

→ Eldritch Spear
Invocation: Cantrip Invocation 


  • When you cast a cantrip that deal damage, its range is doubled. Touch spells gain a range of 10 meters.

Repelling Blast

→ Repelling Blast
Invocation: Cantrip Invocation 


  • When you hit with a cantrip that deal damage, you can push the creature up to 5 meters away from you in a straight line.

Armor of Shadows

→ Armor of Shadows
Invocation: At-Will Invocation 


  • You can cast mage armor on yourself at will, without expending spell points or material components.

Ascendant Step

→ Ascendant Step
Invocation: At-Will Invocation 


  • You can cast levitate on yourself at will, without expending spell points or material components.

Beast Speech

→ Beast Speech
Invocation: At-Will Invocation 



Eldritch Sight

→ Eldritch Sight
Invocation: At-Will Invocation 


  • You can cast detect magic at will, without expending spell points.

Fiendish Vigor

→ Fiendish Vigor
Invocation: At-Will Invocation 


  • You can cast false life on yourself at will, without expending spell points or material components.

Mask of Many Faces

→ Mask of Many Faces
Invocation: At-Will Invocation 


  • You can cast disguise self at will, without expending spell points.

Master of Myriad Forms

→ Master of Myriad Forms
Invocation: At-Will Invocation
Prerequisite: Mask of Many Faces


  • You can cast alter self at will, without expending spell points.

Beguiling Influence

→ Beguiling Influence
Invocation: Passive Invocation 



Devil's Sight

→ Devil's Sight
Invocation: Passive Invocation 


  • You can see normally in darkness, both magical and nonmagical, to a distance of 40 meters.

Eyes of the Rune Keeper

→ Eyes of the Rune Keeper
Invocation: Passive Invocation 


  • You can read all writing.

Chains of Carceri

→ Chains of Carceri
Invocation: Once Per Day Invocation 


  • You can cast hold monster, without expending spell point or material components, targeting a celestial, fiend, or elemental. You must finish a long rest before you can use this invocation again.

Dreadful Word

→ Dreadful Word
Invocation: Once Per Day Invocation 


  • You can cast confusion, without expending spell point. You must finish a long rest before you can use this invocation again.

Aspect of Constellations

→ Aspect of Constellations
Domain: Caelum
Prerequisite: Aspect of the Stars


Your stellar powers allow you to draw primal energy from constellations.

Choose two of the following constellations, your choice gives you certain benefits:

The Crow

The Dragon

  • You can expend two Star Fragments to spew astral light. As an action, each creature in a 10 meter cone must make a Dexterity saving throw of a DL equal to 8 + your Proficiency bonus + your Wisdom modifier. On a failed save, a creature takes 1d10 radiant damage, or half as much on a successful save. You can increase the damage by 1d10 radiant damage for each additional fragment you expend.

The Eagle

The Gardener

The Horse

The Hydra

The Kraken

  • As an action, you can expend one Star Fragment to force one creature of your choice within 5 meters of each of your motes to make a Dexterity saving throw of a DL equal to 8 + your Proficiency bonus + your Wisdom modifier. On a failed save, the creatures are pulled 5 meters toward the fragment and take 1d10 radiant damage.

The Nova

  • As an action, you can form beams of radiant starlight between all Star Fragments within 30 meters of you. If two fragments are separated by a barrier or other solid object, the beams between them will not form. If a beam passes through a creature, that creature must make a Dexterity saving throw of a DL equal to 8 + your Proficiency bonus + your Charisma modifier, taking 1d10 radiant damage for each mote placed on a failed save.
    Once you use this action, all fragments disappear.

The Oak

  • As a bonus action, you can expend one Star Fragment to increase your AL by +1 until the end of your next turn. You can increase your AL by +1 for each additional fragment you expend.

The Pegasus

The Phoenix

  • As a bonus action, you can expend one Star Fragment to gain 1d4 hit points. You can gain an additional 1d4 hit points for each additional fragment you expend.

There may be hundreds upon hundreds of other constellations, which can be created along with the DM, if the ones above do not suffice. A constellation however, follows a theme of interaction with Aspect of the Stars.
Examples might be: Amarillis, Begonia, Lion, Primrose, Rose, Scorpion, Shepherd, Snake, Unicorn, Wolf.


Aspect of Dawn

→ Aspect of Dawn
Domain: Caelum
Prerequisite: Aspect of the Night and Aspect of Twilight



Aspect of Dusk

→ Aspect of Dusk
Domain: Caelum
Prerequisite: Aspect of the Night and Aspect of Twilight


  • When Aspect of the Night is active, as an action you can choose a location within range that is within dim light or darkness. You teleport to this location.

Aspect of Sundown

→ Aspect of Sundown
Domain: Caelum
Prerequisite: Aspect of the Day and Aspect of Twilight


A wave of frigid cold rolls across the area.

  • When the Aspect of the Day feature expires, you deal 6d6 cold damage spread out to all enemies within. Each creature within must make a Constitution saving throw equal to 8 + your Proficiency bonus + your Wisdom modifier. On a successful save, a creature takes half as much damage. On a failed save, a creature's speed is halved and are unable to make a reaction until the end of their next turn.

Aspect of Sunrise

→ Aspect of Sunrise
Domain: Caelum
Prerequisite: Aspect of the Day and Aspect of Twilight


A burst of searing heat explodes from you.

  • When you use the Aspect of the Day feature, you deal 12d6 fire damage spread out to all enemies within. Each creature within must make a Constitution saving throw equal to 8 + your Proficiency bonus + your Wisdom modifier. On a successful save, a creature takes half as much damage.

Aspect of the Aurorae

→ Aspect of the Aurorae
Domain: Caelum 


Your connection to the cosmos allows you to conjure a brilliant aurora.

  • As an action, you conjure an aurora of up to 40 meters long, 15 meters high, and 10 meter thick, centered on a point you can see within 40 meters of you. You can immediately teleport each willing creature in the aurora to an unoccupied space within 5 meters of it. Each creature remaining in the aurora must succeed on a Constitution saving throw of a DL equal to 8 + your Proficiency bonus + your Wisdom modifier, or be blinded until the end of your next turn.

Once you have used this action, you can't use it again until you finish a long rest.


Aspect of the Day

→ Aspect of the Day
Domain: Caelum 


As an action, a 20-meter-radius sphere of daylight spreads out from you. The sphere is bright light and sheds dim light for an additional 20 meters. This lasts for 1 hour or until you use a bonus action to end it.

Once you have used this action, you can't use it again until you finish a long rest.


Aspect of the Moon

→ Aspect of the Moon
Domain: Caelum 


You have gained the favor of lunar spirits.

  • You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading, keeping watch or even walking in a slow pace.

Aspect of the Night

→ Aspect of the Night
Domain: Caelum 


  • As an action, a 30-meter-radius sphere of darkness spreads out from you. The sphere turns bright light to dim light and dim light to darkness. This lasts for 1 hour or until you use a bonus action to end it.

Once you have used this action, you can't use it again until you finish a long rest.


Aspect of the Sky

→ Aspect of the Sky
Domain: Caelum 


  • As an action you can cast levitate on yourself without expending a spell slot. While concentrating on it, you also create a 5-meter-radius sphere of pure, fresh air that forms around you and moves with you. The spell keeps out hazardous gases and water, but solid objects can pass into the sphere. The air remains pure and clean for the duration of the spell.

Once you have used this action, you can't use it again until you finish a long rest.


Aspect of the Stars

→ Aspect of the Stars
Domain: Caelum 


You draw power from the stars.

  • As a bonus action, you can place a Star Fragment in a space within 5 meters from you. The fragment emits bright light in a 1 meter radius and dim light in a 5 meter radius, and lasts for 1 minute + twice your Proficiency bonus.
    Each time you place another fragment, the previous fragments duration is reduced by 1 minute.
  • You have a pool of fragments equal to twice your Proficiency bonus, which you regain at the end of a long rest.
  • While you are within 5 meters of a fragment, you can use your bonus action to teleport to another fragment within 10 meters of it, as long as it is not separated by a barrier or other solid objects. If an another fragment is within reach from that one, you may continue to travel as far as you wish, as long as the next one is within 10 meters.
    Each fragment travelled through is consumed and disappears, forming strands of light between the two fragments and illuminating the space between them as if a fragment was there.

Aspect of the Sun

→ Aspect of the Sun
Domain: Caelum 


The sunlight blesses you with the spirits of radiance.

  • You can cast the augury and guiding bolt spells without expending a spell slot and without preparing the spell, provided you are in direct sunlight. The Spellcasting modifier for these spells are Wisdom.

Aspect of Twilight

→ Aspect of Twilight
Domain: Caelum 


The realm between light and dark has a uniquely dialectic power, which you can draw primal power from.

  • You can emit bright light in a 10 meter radius and dim light for an additional 10 meters. You can activate or suppress this light as a bonus action. While this light is suppressed, you can use an action to become invisible while in dim light and darkness, even to creatures with darkvision. This effect ends if you attack, cast a spell or move.

Barkskinned

→ Barkskinned
Domain: Flora 


Your skin takes on a rough, bark-like appearance, studded with sharp thorns.

  • Your AL can't be less than 16, regardless of what kind of armor you are wearing.
  • Whenever you are hit with a melee weapon attack, you can use your reaction to deal 1d4 + your Constitution modifier as piercing damage to the attacker.

Beast Spirit

→ Beast Spirit
Domain: Fauna 


Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

  • You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Beasts can understand your speech, and you gain the ability to decipher their noises and motions.
  • Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
  • Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent.
  • You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

Canny

→ Canny
Domain: Terra 


Thanks to your extensive wandering and wordly experiences you gain the following benefits:


Danger Sense

→ Danger Sense
Domain: Fauna 


You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.


Druidic

→ Druidic

You know Druidic, the secret language of druids.

  • You can speak the language and use it to leave hidden messages.
  • You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DL 15 Perception(Primalism) check but can't decipher it without magic.

Feral Instinct

→ Feral Instinct
Domain: Fauna 


Your instincts are so honed there is nothing that surprises you.

  • You have advantage on initiative rolls.
  • If you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.

Feral Senses

→ Feral Senses
Domain: Fauna 


You gain preternatural senses that help you fight creatures you can't see.

  • When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
  • You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Ferocious Charger

→ Ferocious Charger
Domain: Fauna 


  • You can run down your foes. If you move at least 3 meters in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Reflex saving throw (DC 8 + your proficiency bonus + your Strength) or be knocked prone. You can use this feature only once on each of your turns.

Fleet of Foot

→ Fleet of Foot
Domain: Fauna 


  • Your speed increases by 5 meter while you aren't wearing armor.
  • You can use the Dash action as a minor action on your turn.

Frenzy

→ Frenzy
Domain: Fauna
Prerequisite: 14th Level


You gain the ability to make an overwhelming number of attacks against a group of enemies. When you take the Attack action on your turn, you can make up to two additional attacks with it, provided that each attack targets a different creature this turn.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.


Fungal Body

→ Fungal Body
Domain: Fungi 


The fungal spores in your body alter you:


Fungal Infestation

→ Fungal Infestation
Domain: Fungi 


Your spores gain the ability to infest a corpse and animate it.

  • If a beast or a humanoid that is Small or Medium dies within 5 meters of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
  • In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your[Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.


Grasping Roots

→ Grasping Roots
Domain: Flora
Prerequisite: Take Root


  • As a bonus action, while Take Root is active, you send out four roots to target creatures within 30 feet of you, whom must make a successful Dexterity saving throw equal to 8 + your Proficiency bonus + your Constitution modifier, or be grappled and dragged 5 meter closer to you.
  • A creature grappled by you can break free with a successful Strength (Athletics) or Dexterity (Acrobatics) check equal to 8 + your Proficiency bonus + your Constitution modifier, or by inflicting 10 damage against the grappling root, thereby severing it from you. Roots have AL 14.
  • You can send the roots to the same target. If a creature is grappled by more than one root, each root must be severed or overpowered individually.

Green Strider

→ Green Strider
Domain: Flora 


  • You ignore movement restrictions and damage caused by natural undergrowth.
  • Within forests or jungle, as long as you're in contact with vegetation, you have blindsight of 20 meter, advantage on all Perception checks, and you can't be surprised.

Guardian Roots

→ Guardian Roots
Domain: Flora
Prerequisite: Take Root


  • While Take Root is active, the ground within 10 meter of you is difficult terrain.
  • Vines and roots animate on the ground in a 5 meter square within 10 meter of you. A creature in that area when the effect begins must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check equal to 8 + your Proficiency bonus + your Constitution modifier or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DL 13 Strength (Athletics) check, freeing itself on a successful check.
    The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.

Guardian Spirit

→ Guardian Spirit
Domain: Spiritus 


You gain the services of a spirit that watches over you and protects you from harm.

  • Whenever you finish a long rest, you gain the benefits of a death ward spell. The spell's duration is extended to 24 hours.

Halo of Spores

→ Halo of Spores
Domain: Fungi 


You are surrounded by invisible necrotic spores that are harmless until you unleash them on a nearby creature.

  • When a creature you can see moves into a space within 5 meter of you or starts its turn there, you can use your bonus action or your reaction to deal a d4 necrotic damage up to half your Proficiency bonus to that creature unless it succeeds on a Constitution saving throw against a DL equal to 8 + your Proficiency bonus + your Constitution modifier.

Hide in Plain Sight

→ Hide in Plain Sight
Domain: Fauna 


  • You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
    • Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions.
      Once you move, take an action, or a reaction, you must camouflage yourself again to gain this benefit.

Instinctive Pounce

→ Instinctive Pounce
Domain: Fauna 


  • When a creature ends its turn within 5 meter of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn't provoke opportunity attacks.

Land's Stride

→ Land's Stride
Domain: Flora
Prerequisite: 8th Level


  • Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
  • You have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Photosynthesis

→ Photosynthesis
Domain: Flora 


  • As long as you remain in direct sunlight has consumed sufficient water, you regain 1 hit dice every hour. If you take cold, fire, or necrotic damage, this trait doesn't function at the start of your next turn.

Primeval Awareness

→ Primeval Awareness
Domain: Terra 


You focus your awareness on the region around you.


Purifying Spirits

→ Purifying Spirits
Domain: Spiritus
Prerequisite: The ability to cast at least one spell


  • You can end spells that hamper you and your allies. When you expend spell points to cast a spell that restores hit points or use your spiritual healing feature, you can simultaneously target the healed creature with dispel magic or restoration even if you do not know the spell. You expend spell points as normal.
  • If the healing spell targets more than one creature, you can use this feature on more than one at the same time, expending one use of it per creature.

Roving

→ Roving
Domain: Fauna 


  • Your walking speed increases by 5
  • You gain a climbing speed and a swimming speed equal to your walking speed.

Spirit Guides

→ Spirit Guides
Domain: Spiritus 


  • You can consult with the spirits, whether they give correct information is another thing. You may cast Augury at will.

Spirit Seeker

→ Spirit Seeker
Domain: Spiritus 


Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts.


Spirit Walker

→ Spirit Walker
Domain: Spiritus 



Survival Instincts

→ Survival Instincts
Domain: Fauna 


  • You become proficient in your choice of two of the following skills: Animal Handling, Medicine, or Nature.
  • If your are already proficient in the chosen skill, your proficiency bonus is doubled for any ability check you make that uses that skill.

You can select this feat twice.


Symbiotic Entity

→ Symbiotic Entity
Domain: Fungi
Prerequisite: Halo of Spores


You gain the ability to channel magic into your spores.

  • As an action, you gain 4 temporary hit points for per your level. While the temporary hit points is active, you gain the following benefits:
    • Your melee attacks deal an extra 1d6 poison damage to any target they hit.
      These benefits last for 10 minutes, until you lose all these temporary hit points.
    • As a bonus action, you can hurl spores up to 10 meters away, where they swirl in a 5-meter cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on the Constitution saving throw. A creature can take this damage no more than once per turn. While the cube of spores persists, you can't use your Halo of Spores.
    • As a bonus action, you can transfer any amount of your temporary hit points to a creature within 5 meters of you.

Timeless Body

→ Timeless Body
Domain: Terra 


The primal magic that you wield causes you to age more slowly.

  • You suffer none of the frailty of old age, you can't be aged magically, and you age more slowly. For every 10 years that pass, your body ages only 1 year, you can still die of old age, however. In addition, you no longer need food or water.

Tireless

→ Tireless
Domain: Terra 


  • As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
  • In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Tongue of the Wilds

→ Tongue of the Wilds
Domain: Flora 


You can tap into the ancient wisdom of the trees.

  • Whenever you would make an Intelligence check to recall lore or past events, you can make a Wisdom (Nature) check instead.
  • You can cast the spell speak with plants at will, without using a spell slot.

Vanish

→ Vanish
Domain: Fauna
Prerequisite: 14th Level


  • You can use the Hide action as a bonus action on your turn. If you remain motionless (no movement, attacks, etc.) on the turn you use the Hide action, you gain a bonus to the Dexterity (Stealth) check you make to hide equal to your Wisdom modifier.
  • You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
  • You can't be tracked by non-magical means, unless you choose to leave a trail.

Verdant Gift

→ Verdant Gift
Domain: Flora 


Your spirit is linked to the vegetation that surrounds you.

  • Whenever you regain hit points in natural terrain, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
  • You gain extra Hit Dice equal to your proficiency bonus, regained as usual after a long rest.

Wild Companion

→ Wild Companion
Domain: Spiritus 


  • You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
  • When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.


1st-Level Primal Spellcasting

Prerequisite: Wisdom 13 or higher


You uncover your spiritual primal powers, and gain the following benefits:

  • You may prepare 1st-level spells of your choice from the Primal spell list. When you prepare spells, you can prepare a maximum of 2 + your Wisdom modifier.
  • Your Primal Pool for Primal spellcasting is increased to 6.


1st-Level Primal Power

Prerequisite: 1st-Level Primal Spellcasting


Your power for primal spellcasting increases, and you gain the following benefits:

  • When you prepare spells, you can prepare a maximum of 3 + your Wisdom modifier.
  • Your Primal Pool for Primal spellcasting is increased to 9.


2nd-Level Primal Spellcasting

Prerequisite: 1st-Level Primal Power


You uncover your spiritual primal powers, and gain the following benefits:

  • You may prepare 2nd-level spells of your choice from the Primal spell list. When you prepare spells, you can prepare a maximum of 4 + your Primal modifier.
  • Your Divine Pool for Divine spellcasting is increased to 14.


2nd-Level Primal Power

Prerequisite: 2nd-Level Primal Spellcasting


Your power for primal spellcasting increases, and you gain the following benefits:

  • When you prepare spells, you can prepare a maximum of 5 + your Wisdom modifier.
  • Your Divine Pool for Divine spellcasting is increased to 21.


3rd-Level Primal Spellcasting

3rd-Level Primal Spellcasting



3rd-Level Primal Power

3rd-Level Primal Power



4th-Level Primal Spellcasting

4th-Level Primal Spellcasting



4th-Level Primal Power

4th-Level Primal Power



5th-Level Primal Spellcasting

5th-Level Primal Spellcasting



5th-Level Primal Power

5th-Level Primal Power



6th-Level Primal Spellcasting

6th-Level Primal Spellcasting



6th-Level Primal Power

6th-Level Primal Power



7th-Level Primal Spellcasting

7th-Level Primal Spellcasting



7th-Level Primal Power

7th-Level Primal Power



8th-Level Primal Spellcasting

8th-Level Primal Spellcasting



8th-Level Primal Power

8th-Level Primal Power



9th-Level Primal Spellcasting

9th-Level Primal Spellcasting



9th-Level Primal Power

9th-Level Primal Power



10th-Level Primal Spellcasting

10th-Level Primal Spellcasting


Aspect of Constellations

→ Aspect of Constellations
Domain: Caelum
Prerequisite: Aspect of the Stars


Your stellar powers allow you to draw primal energy from constellations.

Choose two of the following constellations, your choice gives you certain benefits:

The Crow

The Dragon

  • You can expend two Star Fragments to spew astral light. As an action, each creature in a 10 meter cone must make a Dexterity saving throw of a DL equal to 8 + your Proficiency bonus + your Wisdom modifier. On a failed save, a creature takes 1d10 radiant damage, or half as much on a successful save. You can increase the damage by 1d10 radiant damage for each additional fragment you expend.

The Eagle

The Gardener

The Horse

The Hydra

The Kraken

  • As an action, you can expend one Star Fragment to force one creature of your choice within 5 meters of each of your motes to make a Dexterity saving throw of a DL equal to 8 + your Proficiency bonus + your Wisdom modifier. On a failed save, the creatures are pulled 5 meters toward the fragment and take 1d10 radiant damage.

The Nova

  • As an action, you can form beams of radiant starlight between all Star Fragments within 30 meters of you. If two fragments are separated by a barrier or other solid object, the beams between them will not form. If a beam passes through a creature, that creature must make a Dexterity saving throw of a DL equal to 8 + your Proficiency bonus + your Charisma modifier, taking 1d10 radiant damage for each mote placed on a failed save.
    Once you use this action, all fragments disappear.

The Oak

  • As a bonus action, you can expend one Star Fragment to increase your AL by +1 until the end of your next turn. You can increase your AL by +1 for each additional fragment you expend.

The Pegasus

The Phoenix

  • As a bonus action, you can expend one Star Fragment to gain 1d4 hit points. You can gain an additional 1d4 hit points for each additional fragment you expend.

There may be hundreds upon hundreds of other constellations, which can be created along with the DM, if the ones above do not suffice. A constellation however, follows a theme of interaction with Aspect of the Stars.
Examples might be: Amarillis, Begonia, Lion, Primrose, Rose, Scorpion, Shepherd, Snake, Unicorn, Wolf.


Aspect of Dawn

→ Aspect of Dawn
Domain: Caelum
Prerequisite: Aspect of the Night and Aspect of Twilight



Aspect of Dusk

→ Aspect of Dusk
Domain: Caelum
Prerequisite: Aspect of the Night and Aspect of Twilight


  • When Aspect of the Night is active, as an action you can choose a location within range that is within dim light or darkness. You teleport to this location.

Aspect of Sundown

→ Aspect of Sundown
Domain: Caelum
Prerequisite: Aspect of the Day and Aspect of Twilight


A wave of frigid cold rolls across the area.

  • When the Aspect of the Day feature expires, you deal 6d6 cold damage spread out to all enemies within. Each creature within must make a Constitution saving throw equal to 8 + your Proficiency bonus + your Wisdom modifier. On a successful save, a creature takes half as much damage. On a failed save, a creature's speed is halved and are unable to make a reaction until the end of their next turn.

Aspect of Sunrise

→ Aspect of Sunrise
Domain: Caelum
Prerequisite: Aspect of the Day and Aspect of Twilight


A burst of searing heat explodes from you.

  • When you use the Aspect of the Day feature, you deal 12d6 fire damage spread out to all enemies within. Each creature within must make a Constitution saving throw equal to 8 + your Proficiency bonus + your Wisdom modifier. On a successful save, a creature takes half as much damage.

Aspect of the Aurorae

→ Aspect of the Aurorae
Domain: Caelum 


Your connection to the cosmos allows you to conjure a brilliant aurora.

  • As an action, you conjure an aurora of up to 40 meters long, 15 meters high, and 10 meter thick, centered on a point you can see within 40 meters of you. You can immediately teleport each willing creature in the aurora to an unoccupied space within 5 meters of it. Each creature remaining in the aurora must succeed on a Constitution saving throw of a DL equal to 8 + your Proficiency bonus + your Wisdom modifier, or be blinded until the end of your next turn.

Once you have used this action, you can't use it again until you finish a long rest.


Aspect of the Day

→ Aspect of the Day
Domain: Caelum 


As an action, a 20-meter-radius sphere of daylight spreads out from you. The sphere is bright light and sheds dim light for an additional 20 meters. This lasts for 1 hour or until you use a bonus action to end it.

Once you have used this action, you can't use it again until you finish a long rest.


Aspect of the Moon

→ Aspect of the Moon
Domain: Caelum 


You have gained the favor of lunar spirits.

  • You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading, keeping watch or even walking in a slow pace.

Aspect of the Night

→ Aspect of the Night
Domain: Caelum 


  • As an action, a 30-meter-radius sphere of darkness spreads out from you. The sphere turns bright light to dim light and dim light to darkness. This lasts for 1 hour or until you use a bonus action to end it.

Once you have used this action, you can't use it again until you finish a long rest.


Aspect of the Sky

→ Aspect of the Sky
Domain: Caelum 


  • As an action you can cast levitate on yourself without expending a spell slot. While concentrating on it, you also create a 5-meter-radius sphere of pure, fresh air that forms around you and moves with you. The spell keeps out hazardous gases and water, but solid objects can pass into the sphere. The air remains pure and clean for the duration of the spell.

Once you have used this action, you can't use it again until you finish a long rest.


Aspect of the Stars

→ Aspect of the Stars
Domain: Caelum 


You draw power from the stars.

  • As a bonus action, you can place a Star Fragment in a space within 5 meters from you. The fragment emits bright light in a 1 meter radius and dim light in a 5 meter radius, and lasts for 1 minute + twice your Proficiency bonus.
    Each time you place another fragment, the previous fragments duration is reduced by 1 minute.
  • You have a pool of fragments equal to twice your Proficiency bonus, which you regain at the end of a long rest.
  • While you are within 5 meters of a fragment, you can use your bonus action to teleport to another fragment within 10 meters of it, as long as it is not separated by a barrier or other solid objects. If an another fragment is within reach from that one, you may continue to travel as far as you wish, as long as the next one is within 10 meters.
    Each fragment travelled through is consumed and disappears, forming strands of light between the two fragments and illuminating the space between them as if a fragment was there.

Aspect of the Sun

→ Aspect of the Sun
Domain: Caelum 


The sunlight blesses you with the spirits of radiance.

  • You can cast the augury and guiding bolt spells without expending a spell slot and without preparing the spell, provided you are in direct sunlight. The Spellcasting modifier for these spells are Wisdom.

Aspect of Twilight

→ Aspect of Twilight
Domain: Caelum 


The realm between light and dark has a uniquely dialectic power, which you can draw primal power from.

  • You can emit bright light in a 10 meter radius and dim light for an additional 10 meters. You can activate or suppress this light as a bonus action. While this light is suppressed, you can use an action to become invisible while in dim light and darkness, even to creatures with darkvision. This effect ends if you attack, cast a spell or move.

Beast Spirit

→ Beast Spirit
Domain: Fauna 


Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

  • You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Beasts can understand your speech, and you gain the ability to decipher their noises and motions.
  • Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
  • Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent.
  • You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

Danger Sense

→ Danger Sense
Domain: Fauna 


You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.


Feral Instinct

→ Feral Instinct
Domain: Fauna 


Your instincts are so honed there is nothing that surprises you.

  • You have advantage on initiative rolls.
  • If you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.

Feral Senses

→ Feral Senses
Domain: Fauna 


You gain preternatural senses that help you fight creatures you can't see.

  • When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
  • You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Ferocious Charger

→ Ferocious Charger
Domain: Fauna 


  • You can run down your foes. If you move at least 3 meters in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Reflex saving throw (DC 8 + your proficiency bonus + your Strength) or be knocked prone. You can use this feature only once on each of your turns.

Fleet of Foot

→ Fleet of Foot
Domain: Fauna 


  • Your speed increases by 5 meter while you aren't wearing armor.
  • You can use the Dash action as a minor action on your turn.

Frenzy

→ Frenzy
Domain: Fauna
Prerequisite: 14th Level


You gain the ability to make an overwhelming number of attacks against a group of enemies. When you take the Attack action on your turn, you can make up to two additional attacks with it, provided that each attack targets a different creature this turn.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.


Hide in Plain Sight

→ Hide in Plain Sight
Domain: Fauna 


  • You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
    • Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions.
      Once you move, take an action, or a reaction, you must camouflage yourself again to gain this benefit.

Instinctive Pounce

→ Instinctive Pounce
Domain: Fauna 


  • When a creature ends its turn within 5 meter of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn't provoke opportunity attacks.

Roving

→ Roving
Domain: Fauna 


  • Your walking speed increases by 5
  • You gain a climbing speed and a swimming speed equal to your walking speed.

Survival Instincts

→ Survival Instincts
Domain: Fauna 


  • You become proficient in your choice of two of the following skills: Animal Handling, Medicine, or Nature.
  • If your are already proficient in the chosen skill, your proficiency bonus is doubled for any ability check you make that uses that skill.

You can select this feat twice.


Vanish

→ Vanish
Domain: Fauna
Prerequisite: 14th Level


  • You can use the Hide action as a bonus action on your turn. If you remain motionless (no movement, attacks, etc.) on the turn you use the Hide action, you gain a bonus to the Dexterity (Stealth) check you make to hide equal to your Wisdom modifier.
  • You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
  • You can't be tracked by non-magical means, unless you choose to leave a trail.

Barkskinned

→ Barkskinned
Domain: Flora 


Your skin takes on a rough, bark-like appearance, studded with sharp thorns.

  • Your AL can't be less than 16, regardless of what kind of armor you are wearing.
  • Whenever you are hit with a melee weapon attack, you can use your reaction to deal 1d4 + your Constitution modifier as piercing damage to the attacker.

Grasping Roots

→ Grasping Roots
Domain: Flora
Prerequisite: Take Root


  • As a bonus action, while Take Root is active, you send out four roots to target creatures within 30 feet of you, whom must make a successful Dexterity saving throw equal to 8 + your Proficiency bonus + your Constitution modifier, or be grappled and dragged 5 meter closer to you.
  • A creature grappled by you can break free with a successful Strength (Athletics) or Dexterity (Acrobatics) check equal to 8 + your Proficiency bonus + your Constitution modifier, or by inflicting 10 damage against the grappling root, thereby severing it from you. Roots have AL 14.
  • You can send the roots to the same target. If a creature is grappled by more than one root, each root must be severed or overpowered individually.

Green Strider

→ Green Strider
Domain: Flora 


  • You ignore movement restrictions and damage caused by natural undergrowth.
  • Within forests or jungle, as long as you're in contact with vegetation, you have blindsight of 20 meter, advantage on all Perception checks, and you can't be surprised.

Guardian Roots

→ Guardian Roots
Domain: Flora
Prerequisite: Take Root


  • While Take Root is active, the ground within 10 meter of you is difficult terrain.
  • Vines and roots animate on the ground in a 5 meter square within 10 meter of you. A creature in that area when the effect begins must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check equal to 8 + your Proficiency bonus + your Constitution modifier or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DL 13 Strength (Athletics) check, freeing itself on a successful check.
    The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.

Land's Stride

→ Land's Stride
Domain: Flora
Prerequisite: 8th Level


  • Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
  • You have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Photosynthesis

→ Photosynthesis
Domain: Flora 


  • As long as you remain in direct sunlight has consumed sufficient water, you regain 1 hit dice every hour. If you take cold, fire, or necrotic damage, this trait doesn't function at the start of your next turn.

Tongue of the Wilds

→ Tongue of the Wilds
Domain: Flora 


You can tap into the ancient wisdom of the trees.

  • Whenever you would make an Intelligence check to recall lore or past events, you can make a Wisdom (Nature) check instead.
  • You can cast the spell speak with plants at will, without using a spell slot.

Verdant Gift

→ Verdant Gift
Domain: Flora 


Your spirit is linked to the vegetation that surrounds you.

  • Whenever you regain hit points in natural terrain, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
  • You gain extra Hit Dice equal to your proficiency bonus, regained as usual after a long rest.

Fungal Body

→ Fungal Body
Domain: Fungi 


The fungal spores in your body alter you:


Fungal Infestation

→ Fungal Infestation
Domain: Fungi 


Your spores gain the ability to infest a corpse and animate it.

  • If a beast or a humanoid that is Small or Medium dies within 5 meters of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
  • In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your[Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.


Halo of Spores

→ Halo of Spores
Domain: Fungi 


You are surrounded by invisible necrotic spores that are harmless until you unleash them on a nearby creature.

  • When a creature you can see moves into a space within 5 meter of you or starts its turn there, you can use your bonus action or your reaction to deal a d4 necrotic damage up to half your Proficiency bonus to that creature unless it succeeds on a Constitution saving throw against a DL equal to 8 + your Proficiency bonus + your Constitution modifier.

Symbiotic Entity

→ Symbiotic Entity
Domain: Fungi
Prerequisite: Halo of Spores


You gain the ability to channel magic into your spores.

  • As an action, you gain 4 temporary hit points for per your level. While the temporary hit points is active, you gain the following benefits:
    • Your melee attacks deal an extra 1d6 poison damage to any target they hit.
      These benefits last for 10 minutes, until you lose all these temporary hit points.
    • As a bonus action, you can hurl spores up to 10 meters away, where they swirl in a 5-meter cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on the Constitution saving throw. A creature can take this damage no more than once per turn. While the cube of spores persists, you can't use your Halo of Spores.
    • As a bonus action, you can transfer any amount of your temporary hit points to a creature within 5 meters of you.

Guardian Spirit

→ Guardian Spirit
Domain: Spiritus 


You gain the services of a spirit that watches over you and protects you from harm.

  • Whenever you finish a long rest, you gain the benefits of a death ward spell. The spell's duration is extended to 24 hours.

Purifying Spirits

→ Purifying Spirits
Domain: Spiritus
Prerequisite: The ability to cast at least one spell


  • You can end spells that hamper you and your allies. When you expend spell points to cast a spell that restores hit points or use your spiritual healing feature, you can simultaneously target the healed creature with dispel magic or restoration even if you do not know the spell. You expend spell points as normal.
  • If the healing spell targets more than one creature, you can use this feature on more than one at the same time, expending one use of it per creature.

Spirit Guides

→ Spirit Guides
Domain: Spiritus 


  • You can consult with the spirits, whether they give correct information is another thing. You may cast Augury at will.

Spirit Seeker

→ Spirit Seeker
Domain: Spiritus 


Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts.


Spirit Walker

→ Spirit Walker
Domain: Spiritus 



Wild Companion

→ Wild Companion
Domain: Spiritus 


  • You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
  • When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Canny

→ Canny
Domain: Terra 


Thanks to your extensive wandering and wordly experiences you gain the following benefits:


Primeval Awareness

→ Primeval Awareness
Domain: Terra 


You focus your awareness on the region around you.


Timeless Body

→ Timeless Body
Domain: Terra 


The primal magic that you wield causes you to age more slowly.

  • You suffer none of the frailty of old age, you can't be aged magically, and you age more slowly. For every 10 years that pass, your body ages only 1 year, you can still die of old age, however. In addition, you no longer need food or water.

Tireless

→ Tireless
Domain: Terra 


  • As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
  • In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.